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Low-Cost  Multicolor  Plotters  For  Personal  Computers 


■X 


COMPUTE! 

The  Leading  Magazine  Of  Home,  Educational,  And  Recreational  Computing 


$2,50 
May 
1983 
issue  36 

Vol,  5,  No,  5 

i3379  £1.85  in  UK 


Commentary: 

Is  Memory  Expansion 

Just  A 

Status  Symbol? 

Crosswords: 
A  Puzzle-Generating 
Program  For  Atari, 
VIC-20,  TI-99/4A, 
And  Others 


Jumping  Jack: 
A  Unique  Game 
For  VIC-20,  Atari, 
Texas  Instruments, 
And  Commodore  64 


Instant  Art  On 

The  Commodore  64 


BASIC  Utilities 
For  Atari  And 
Texas  Instruments 


7'.'i70"63379' 


0  5 


"^^•'^    ii 


Reviews 


are 


See  us  at  Booth  #1146 


©€©iii>iM/SPRIMG  '83 
April  7A-29.  1983 
Georgia  World  Congr*i*  C«n1«r  and 


"NEVER' 


forgets:' 


O»orgta  V/ar\6  Congr*i*  C 
fha  Afiantq  AppOf*!  Merf 
Alia  mo.  Georgia 


MOiS  THANJUST  AHOnER  nSTTY  MCE. 


Says  who?  Says  ANSI. 

Specifically,  subcommittee  X3B8  of  the  American 
National  Standards  Institute  (ANSI)  says  so.  The  fact 
is  ai!  Elephant^"  floppies  meet  or  exceed  the  specs 
required  to  meet  or  exceed  all  their  standards. 

But  just  who  is  "subcommittee  X3B8"  to  issue  such 
pronouncements? 

They're  a  group  of  people  representing  a  large, 
well-balanced  cross  section  of  disciplines— from 
Gcademia,  government  agencies,  and  the  computer 
industry.  People  from  places  like  IBM,  Hewlett-Packard, 
3M,  Lawrence  Livermore  Labs,  The  U.S.  Department 
of  Defense,  Honeywell  and  The  Association  of  Com- 
puter Programmers  and  Analysts.  In  short,  it's  a  bunch 
of  high-caliber  nitpickers  whose  mission,  it  seems,  in 
order  to  moke  better  disks  for  consumers,  is  also  lO 


make  life  miserable  for  everyone  in  the  disk-making 
business. 

How?  By  gathering  together  periodically  (often, 
one  suspects,  under  the  full  moon)  to  concoct  more 
and  more  rules  to  increase  the  quality  of  flexible 
disks.  Their  most  recent  rule  book  runs  over  20  single- 
spaced  pages— listing,  and  insisting  upon— hundreds 
upon  hundreds  of  standards  a  disk  must  meet  in 
order  to  be  blessed  by  ANSI.  (And  thereby  be  taken 
seriously  by  people  who  take  disks  seriously.) 

In  fact,  if  you'd  like  a  copy  of  this  formidable  docu- 
ment, for  free,  just  let  us  know  and  we'll  send  you 
one.  Because  once  you  know  what  it  takes  to  make 
an  Elephant  for  ANSI . . . 

We  think  you'll  want  us  to  make  some  Elephants 
for  you. 


ELEPHANT.  HEiWY  DUTY  DISKS. 

For  a  free  poster-size  portrait  of  our  powerful  pachyderm,  please  write  us. 

Distributed  Exclusively  by  Leading  Edge  Products,  Inc.,  225  Turnpike  Street,  Canton,  Massachusetts  02021 

Call:  toll-free  1-800-343-6833;  or  in  Massachusetts  call  collect  (617}  828-8150.  Telex  951-624. 


IF  YOU'RE  WAITING  FOR  THE 

PRICE  OF  WORD  PROCESSORS 

TO  FALL  WITHIN  REASON  ' 


l^gg^g 


nS>'^ 


P 


Everyone  expected  it  would  happen 
sooner  or  later. .  .with 
it  already  has!  Now  ail  the  marvelous 
benefits  of  expensive  and  advanced 
word  processing  systems  are  available 
on  Commodore  computers,  America's 
largest  selling  computer  line.  WordPro 
PLUS,  when  combined  with  the  new  80 
column  CBM  8032,  creates  a  word  pro- 
cessing system  comparable  to  virtually 
any  other  top  quality  word  processor 
available — but  at  savings  of  thousands 
of  dollars! 

TM  WordPro  is  a  Registered  Trademart(  of  Professional  Soflware,  Inc.  WordPro  was  written  tjy  Sieve  Punter. 
All  specitical^ns  subject  lo  ctvange  without  notice. 


New,  low  cost  computer  technology  is 
now  available  at  a  fraction  of  what  you 
would  expect  to  pay.  This  technology 
allowed  Commodore  to  introduce  the 
new  and  revolutionary  CBM  8032 
Computer. 

WordPro  PLUS  turns  this  new  CBM 
8032  Computer  into  a  sophisticated, 
time  saving  word  processing  tool.  With 
WordPro  PLUS,  documents  are  dis- 
played on  the  computer's  screen.  Edit- 
ing and  last  minute  revisions  are  simple 
and  easy.  No  more  lengthy  re-typing 
sessions.  Letters  and  documents  are 
easily  re-called  from  memory  storage 
for  editing  or  printing  with  final  drafts 
printed  perfectly  at  over  five  hundred 
words  per  minute! 


Our  nationwide  team  of  professional 
dealers  will  show  you  how  your  office 
will  benefit  by  using  WordPro  PLUS.  At 
a  price  far  less  than  you  realize. 


Invest  in  your  office's  future. . . 
invest  in    •-■■■■"      :     js. . . 
Cail  us  today  for  the  name  of  the 
WordPro  PLUS  deaier  nearest  you. 


Professional  Software  Inc. 

51  Fremont  Street 
Needham,  MA  02194 
(617)444-5224 
TELEX:  95  1579 


Iifia% 
aliens  jDur  Kids  can 

reason  ivifh 
instead  of  destim 


This  year,  thousands  of  hids  will  be 
searching  for  the  most  amazing  thing, 

At  Spinnaker,  we  don't  believe  in  the 
"hill  or  be  killed"  concept  behind  most 
computer  games.  In  fact,  we  believe 
computer  games  should  be  instruc- 
tive. Not  destructive.  Butjust  as 
importantly,  they  should  be  fun. 

Thats  why  Ih  5EARCf1  Of  TflE  M05T 
AMAZIMQ  TfliriQ'ls  designed  to  let  your 
kids  negotiate  with  aliens  Instead  of  destroy- 
ing them.  Because  given  the  opportunity, 
kids  enjoy  using  their  minds. 
Ifs  Amazingly  Fun, 

The  Most  Amazing  Thing  is  out  there 
somewhere.  Finding  it  won't  be  easy 
But  relax,  your  kids  will  have  the 
help  of  their  old  uncle  5moke  Bailey 
he'll  give  them  a  B-liner  (sort  of  a 
cross  between  a  hot  air  balloon 
and  a  dune  buggy)  to  use  on  their 
Journey  They'll  have  to  learn  how  to 
fly  the  B-liner  and  navigate  it  through 
storms  and  fog.  But  before  they  do 
anything,  your  kids  will  have  to  talk  to  Old 
5moke.  He'll  tell  them  about  the  Mire  People 
and  the  strange  language  that  they  speak,  hie'll 
also  tell  them  to  avoid  the  dangerous  Mire 
Crabs  and  how  to  get  fuel  for  the  B-liner 

Your  kids  will  wisit  the  Metallican  Auction 
where  they'll  trade  with  the  aliens  for  valuable 
chips.  Your  kids  will  then  use  these  chips  to  buy 
things  they'll  need  for  their  trip.  And  your  kids 
will  learn  how  to  fly  over  the  planet  using  their 
Jet  pack. 

Tlie  Most  Amazing  Thing 
holds  great  powers,  but  it  will 
take  great  skill,  persistence 
and  imagination  to  find  it 
Ifs  Amazingly  Educational. 
in  SEARCH  OF  TflE  M05T 
AMAZIflQ  TFIIHQ  is  written  by 
Tom  Snyder,  educator  and 
author  of  the  best-selling 
Snooper  Troop5'"Detective 
Series. 

And  like  all  Spinnaker  games,  IM 
SEARCH  OF  THE  MOST  AMAZIMQ  THIMQ  has  real 
educational  value.  For  instance,  your  kids  wl 
sharpen  their  ability  to  estimate  distances  and 


quantities.  And  since  they'll  be  navi- 
gating their  B-liner,  they'll  become  aware 
of  distance,  direction  and  time.  They'll  also 
develop  a  knack  for  economic  and  monetary 

principles  through  trading  with  the  aliens. 

And  they'll  solve  problems  through  trial 

and  error. 
They'll  learn  all  of  these  ttiings,  plus  they'll 

learn  that  nothing  is  impossible  if  you  put  your 
mind  to  it 
A  Hovel  Approach  to  Computer  C5ame5. 

Besides  offering  your  children  ail  of  the  above, 
in  SEARCH  OF  THE  MOST  AMAZIHQ  THING  gives 
ttiem  an  opportunity  to  develop  their  reading 
skills.  Because  included  with  the  game  is  Jim 
l^orrow'5  new  novel  The  Adventures  of  Smoke 
Bailey,'  So  your  children  will  have  hours  of  fun 
reading  the  book  or  playing  the  game.  And 
they'll  be  learning  at  the  same  time. 
Parental  Discretion  Advised. 

If  you're  a  parent  who  would  rather  see  your 
kids  reason  with  aliens  than  destroy  them, 
you've  got  plenty  of  reasons  to 
ask  your  local  software  retailer 
for  IM  SEARCH  OF  THE  MOST 
AMAZING  THING.  It's  compatible 
with  Apple,"  IBM,'  Atari,'"  and 
Commodore  64'"  computers. 
And  it  offers  so  much  fun  you'll 
probably  be  tempted  to  play  it  yourself 
Or  you  can  write  us  directly  at; 
Spinnaker  Software,  215  First  Street 
Cambndge,  MA  02142. 

You'll  find  this  is  one  computer  game  that 
won't  alienate  you  from  your 
children. 


sPiTfffan^R 


We  make  learning  fun. 


Appie.  iBMarwl  fttjrJ  arc  'C^srefPd  irademarks  of  App4c  Cornputei;  (re.  Iniefnawjnal  Business  Hacnrf>es  Ctno  afW  Aldf  i,  int.  re^pecttvely  Ccmmo^Kn'C  tAi^A  Irademarh  cf  Cornrrodoie  Eleciiwiics  Limtted 
©  l9B!5oinfMker5oflwJri?Catn  AH  i-inh!^  rf«wrv«1 


..^^^is_, 


A 


•S8o 


«^°'?;3*^: 


gi.o, 


„ota.f**«« 


May  1983    Vol.  5,  No.  5 


FEATURES 


20  The  New  Low-Cost  Printer/Rotters _ Tom  R,  Halfhill 

34  Jumping  Jack  Paul  Burger 

44  Atari's  New  Add-On  Computer  For  VCS  2600  Gome  Machine  Tom  R.  Halfhill 

-48  One  On  One Chris  York 

62  Computers  And  Composition Joan  Vesper 


EDUCATION  AND  RECREATION 


68    Deflector  Frank  Tyniw 

76    Crosswords  William  Loercher 

•    90    Checkers Lester  W.  Cain 

97    Progromming  Multicolor  Characters  On  The  VIC Bill  McDonnell 

102    Atari  Storshof Matthias  M.  Giwer 

143    Guess  That  Animal  Ralph  Kennedy 


REVIEWS 


112  Atari  CX85  Numerical  Keypad Charles  Brannon 

116  Three  VIC  Cartridge  Gomes  By  Creative  Software  Harvey  B.  Herman 

118  Hescount  For  PET/CBM  And  VIC Steve  Leth 

122  Micro-Systems' VIE  Cartridge:  VIC  To  IEEE  Interface Karl  Kel ley 

126  Microteoch  Teacher's  Aide  For  The  Atari Mike  Kinnamon 


COLUMNS  AND  DEPARTMENTS 


8  The  Editor's  Notes Robert  Lock 

12  Readers' Feedback  The  Editors  and  Readers  of  COMPUTE! 

28  Computers  and  Society David  D,  Thornburg 

32  The  Beginner's  Page Richard  Mansfield 

58  Questions  Beginners  Ask Tom  R.  Halfhill 

132  The  World  Inside  The  Computer:  Software  For  Toddlers  Fred  D'Ignazio 

140  Friends  Of  The  Turtle  David  D  Thornburg 

156  Machine  Language:  Numeric  Output,  Parti  Jim  Butterfield 

198  Insight  Atari Bill  Wilkinson 

218  Programming  The  Tl:  Graphics   C.  Regena 

252  Guest  Commentarv:  Is  RAM  Memory  A  Status  Symbol?  Barry  Miles 


THE  JOURNAL 


146 
-^50 
154 
-  -161 
162 
166 
176 
184 
192 

—  204 
211 
214 
222 
226 
234 
235 

— -237 
238 
244 
249 
250 
255 
260 

128 
129 
265 
276 
281 
283 
288 


VIC  Kaleidoscope  Alan  W.  Poole 

Instant  Commodore  64  Art  Bob  Urso 

Graphics  On  The  Sinclair/Timex  Derek  Stubbs 

PET/CBM  POP Michael  W.  Schaffer 

Bootmaker  For  VIC.  PET.  And  6d M.  G.  RyschkewJtsch 

Basic  Atari  BASIC  Sorts  E.  P.  McMohon 

PET  Super  Editor Craig  Disston 

VICSTATION:  A  "Paperless  Office"  Joel  Peter  Anderson 

Screen  Printer  For  The  Atari  Wedge  Michael  E.  Hepner 

Commodore64  Video- A  Guided  Tour,  Part  IV  Jim  Butterfield 

VC  File  Cose JohnStilwell 

Ttie  Atari  Musician Barry  Belian 

VisitingTheVIC  20  Video,  Parti Jim  Butterfield 

General-Purpose  Data  Base,  Part  II Jeffrey  3.  Vohay 

TCON:  The  Apple  Writer  Processes  Programs  Michoe  I  Ginsberg 

Apple  Fast  Sort  John  San/er 

64  Odds  And  Ends  David  Martin 

Atari  Times B,  B.  Garrett 

Versatile  Data  Acquisition  With  VIC  Doug  Horner  and  Stan  Klein 

Optimizing  PET  Speed Michael  W.  Schaffer 

Tl  BASIC  One -Liners  - Michael  A  Covington 

Disassemble  To  Printer  Or  Disk  For  Atari  MorkChosin 

The  Apple  Hi-Res  Painter  James  Totten 


A  Beginner's  Guide  To  Typing  In  Programs 

How  To  Type  COMPUTEi's  Programs 

News  &  Products 

Calendar 

CAPUTE!  Modifications  Or  Corrections  To  Previous  Articles 

Product  Mart 

Advertisers  Index 


NOTI:  See  poge  129 
before  typing  In 
programs. 


GUIDE  TO  ARTICLES 
AND  PROGRAMS 


V/64/AT/T1 

AT 
ATA//64/AP 


V/AT/AP 

P/AT/AP/riA/ 

64 

V 

AT 

sn 


AT 

V 
P/V 

V 
AT 


AT 
Tl 


V 
64 
S/T 
P/V/64 
PA//64 
AT 

P 

V 
AT 
64 

V 
AT 

V 

cm 

AP 
AP 
64 
AT 

V 

P 

Tl 
AT 
AP 


AP  Apple.  AT  Atari  P  PET/ 
CBM.  VVIC-20,  O OSL  C 
Radio  Shock  Color  Com- 
puter. 64  Commodore  64, 
S/T  Sinclair  ZX-81.  Tl  Texas 
Instruments.  'Al!  or  several 
oftheobove. 


COMPUTE!  The  Journal  tor  Progressive  Compuling  (USI^;  537250)  is  published  12  times  each  year  by  Small  System 
Services,  Inc.,  P.O.  Box  5406,  Greensboro,  NC  27403  USA,  Phone:  (919)275-9809,  EditoriisI  Offices  are  located  at 
505  Edwardia  Drive,  Greensboro,  NC  27409.  Domestic  Subscriptions:  12  issues,  $20.00.  Send  subscription  orders  or 
change  of  address  (P.O.  form  3579)  to  Circulation  Dept.,  COMPUTl!  Magazine,  P.O.  Box  5406,  Greensboro,  NC 
27403!  Second  class  postage  paid  at  Greensboro,  NC  27403  and  additional  mailing  of fices.  Entire  contents  copyright 
©  1983  by  Small  System  Services,  Inc.  All  rights  reserved.  ISSN  0194-357X. 


TOUFREE 

Subscription 

Order  Line 

800-334-0868 

lnNC91»-27S-9eO» 


I    COMVIE      I 


Introditcifig  Snooper  Troops 

detective  series. 

Edticatiofial  games  tliat  turn  ordinary 

homes  into  Sherlock  homes. 


Where  can  you  find  educational 
gannes  that  your  kids  will  really  enjoy 
playing? 

Elementary,  my  dear  Watson.  From 
Spinnaker 

Our  Snooper  Troops  detective  games 
are  fun,  exciting  and  challenging.  And 
best  of  all,  they  have  real  educationa 
value.  5o  while  your  hids  are  having 
fun,  they're  learning. 

As  a  Snooper  Trooper,  your  child 
will  have  a  great  time  solving  the 
mysteries.  But  it  will  take  some 
daring  detective  work.  They'll 
have  to  question  suspects,  talk  to 
mysterious  agents,  and  even  search 
dark  houses  to  uncover  dues. 

The  Snooper  Troops  programs  are 
compatible  with 


m 


% 


Apple,®  IBM®  and 

Atari®  computers  and 
provide  your  kids  with  everything  they 
need:  a  SnoopMobile,  a  wnst  radio,  a 
Snoopflet  computer,  a  camera  for  taking 
Snoopshots  and  even  a  notebook  for 
keeping  track  of  information. 

Snooper  Troops  detective  games  help 
your  children  learn  to  take  notes,  draw 
maps,  organize  and  classify  information 
and  they  help  develop  vocabulary  and 
reasoning  skills.  All  while  your  kids  are 
-»     having  a  good  time. 

So  if  you  want  to  find  educational 
games  that  are  really  fun,  here's 
a  clue:  Snooper  Troops  games  are 
available  at  your  local  software 
store,  or  by  writing  to:  Spinnaker 
Software,  215  First  Street  Cam- 
bridge, MA  02142. 


\Nq  make  learning  fun. 


©  5plnnaher  Software  Carp  1982       Apple,  iQM  and  Aian  aie  registered  tradsrvjrka  of  rtppie  Com&jttr ,  Inc .  tnic! national  Busin«s  P^achines  Co/p  Jimj  f>itan,  \nz .  respecttvely 


Spinnakerls  early  learning 
games  will  help  make  your  children 
as  smart  as  you  tell  eyeryone  they  are. 


^« 


Your  kids  are  pretty  smart 
After  all,  they're  /our  kids. 

Spinnaker  can  help  make  them  even 
smarter  With  a  iine  of  educational  software 
that  kids  love  to  play 

Spinnaker  games  make  the  computer 
screen  come  to  life  with  full  color  graphics 
and  sound,  And  they're  fun.  Lots  of  fun.  But 
they  also  have  real  educational  value, 

Some  of  our  games  help  exercise  your 
child's  creativity  Others  improve  memory 
and  concentration.  While  others  help  to 
improve  your  child's  writing,  vocabulary 
and  spelling  skills. 

And  every  Spinnaker  game  provides 
familiarity  with  the  computer  and  helps  your 
children  feel  friendly  with  the  computer 
Even  if  they've  never  used  a  comput- 
er before. 

And  Spinnaker  games  are  compati- 
ble with  the  most  popular  computers: 
Apple,®  Atari®  and  IBM® 

Our  newest  game,  KinderComp'" 
(Ages  3-8)  is  a  collection  of  learn-     < 
ing  exercises  presented  in  a  fun 
and  exciting  manner 


Rhymes  and  Riddles 
(Ages  4-9)  is  a  letter  guess- 
ing game  featuring  kids' 
favorite  nddles,  famous  say- 
ings and  nursery  rhymes. 
Story  Machine'"  (Ages 
5-9)  lets  children  write  their 
own  stories  and  see  them 
j.   come  to  life  on  the  screen. 
'      And  PACEMAKER™  lets  your 
children  create  their  own  funny 
faces  and  make  them  wink,  smile, 
wiggle  ears  (not  your  kids'  ears, 
the  ears  on  the  screen),  etc. 
And  we're  intro- 


ducing new  games 
all  the  time. 

So  look  for  Spinnaker 
games  at  your  local 
software  retailer,  or  by 
writing  to:  Spinnaker 
Software,  215  rirst  St., 
Cambridge,  MA  02142. 
And  show  your  kids 
how  smart  their  par- 
ents really  are. 


SJ^nff)MK£ff 


We  make  learning  fun. 


Appte,  IBM  and  Atarj  are  fegntered  tr«3eiriarh5  of  Apple  Computer,  inc.  InterndUoinai  Buiinei^Machinei  Coip  af\d  Alan.  Inc ,  respectiweli/ 

Commodore  6^  is  a  trademarKotCommodofe  Electronics  Umlted. 


EDITORS  NOTES 


The  Eighth  West  Coast  Com- 
puter Faire  was  another 
triumph  for  organizer  Jim  War- 
ren. It's  truly  a  consumer  show, 
and  an  exciting  one,  given  that 
many  of  us  who  don't  have  a 
great  deal  of  time  for  shows  any 
more  continue  to  make  time  to 
get  to  this  one.  The  Civic  Center 
was  packed  (not  only  were  the 
hallways  full  of  booths  this  year, 
but  the  freight  unloading  area 
as  well).  No  one's  quite  sure 
why  the  Faire  doesn't  head  for 
San  Francisco's  spacious  new 
Moscone  Convention  Center, 
but  we  suppose  there  must  be  a 
reason.  There  is  a  reason,  isn't 
there,  Jim? 

The  Faire  provides  the  op- 
portunity for  us  to  meet  many  of 
our  readers  and  authors,  giving 
us  the  chance  to  tie  names  to 
faces.  The  excitement  of  the  show 
always  stays  with  us  for  weeks. 

Response  to  our  call  for 
editors  in  the  January  issue  of 
COMPUTE!  has  been  excellent, 
and  we're  quite  pleased  to  an- 
nounce the  addition  of  several 
new  staff  members.  Since  you'll 
become  much  more  familiar  with 
them  over  the  months  ahead, 
through  both  the  book  and  maga- 
zine divisions  here,  we  thought 
we'd  tell  you  a  bit  about  their 
backgrounds  now,  and  their 
own  personal  computers  as  well: 

Orson  Scott  Card,  Editor, 
COMPUTE!  Books  Division 

Science  fiction  fans  will  already 
know  Scott.  The  rest  of  you 
should  know  that  he  won  the 
Campbell  Award  as  Best  New- 
Science  Fiction  Writer  of  the 
year  in  1978.  And  he  was  a  four- 
time  runner-up  for  the  Hugo 
Award.  Having  also  been  an 
editor,  Scott  brings  a  wealth  of 

8    COMPUTl!     MOV1983 


experience  to  COMPUTE!  Boolcs. 

(Atari  800.) 

Gail  Walker,  Production  Editor 
After  several  years  of  work  in 
technical  editing,  communica- 
tions, and  corporate  publishing 
and  research  in  Texas  and  Iowa, 
Gail  has  joined  our  staff  with 
primary  responsibility  for  super- 
vision of  copy  editing  and  coor- 
dination of  scheduling  and 
planning  between  our  editorial 
and  production  departments. 
(Commodore  64.) 

Tony  Roberts,  Assistant 
Managing  Editor 
Tony  specializes  in  schcciuling 
writers,  bringing  COMPUTE!  the 
skilled  training  developed  after 
many  years  of  daily  newspaper 
work,  both  as  a  reporter  and  as 
an  editor.  Tony's  excitement 
about  the  personal  computer 
revolution  brought  him  to  COM- 
PUTE!, where  he'l!  be  assisting 
with  the  review  of  submitted 
manuscripts,  editing,  and 
helping  supervise  editorial 
scheduling.  (TI-99/4A;  TRS-80.) 

Dan  Carmichael,  Assistant  Editor 
After  spending  several  years 
programming  mainframe  com- 
puters and  developing  docu- 
mentation, Dan  moved  from 
IBM  Assembler  to  "VIC-20 
Assembler."  His  experiences 
and  enthusiasm  for  the  VIC  led 
him  to  COMPUTE!.  VIC  owners 
can  look  forward  to  his  monthly 
column  in  the  new  COMPUTEI's 
Gazette,  and  COMPUTE!  readers 
should  watch  for  regular  contri- 
butions in  these  pages.  (VlC-20.) 

Stephen  Levy,  Assistant  Editor 
Stephen  came  to  our  attention 
via  a  series  of  excellent  articles 
he'd  written  for  COMPUTE!,  After 
fifteen  years  as  a  public  school 


teacher,  he  decided  to  bring  his 
skills  to  us.  His  sensitivity  to  the 
needs  of  the  average  computer 
user  make  him  a  valuable  addi- 
tion to  our  editorial  staff. 
(Atari  800.) 

Random  Bits 

Rumor  has  it  that  we'll  see  Atari 
introducing  a  revised  and  ex- 
panded version  of  the  1200,  with 
more  features.  Looks  aren't 
evcn/fltiu^.  The  recent  moves  by 
Texas  Instruments  to  lock  up  the 
cartridge  "marketing"  market 
would  seem  to  pose  at  least  one 
clear  danger.  Rather  than  locking 
up  that  market,  they  may  simply 
have  it  all  to  themselves.  TI  has 
refused  to  license  the  rights  to 
their  graphics  ROM  (GROM), 
and  thus  is  the  only  manufac- 
turer capable  of  producing  TI 
cartridges.  We  suspect  that 
smaller  vendors  may  choose  to 
support  other  computers  rather 
than  attempt  to  resolve  the  maze 
of  dealing  directly  with  TI.  On 
the  other  hand,  they  do  have  a 
far  more  effective  marketing 
reach  than  independent  vendors 
usually  do. 

As  the  price  of  the  VIC-20 
and  Commodore  64  charge 
downward,  we  hear  that  Com- 
modore will  be  placing  more 
and  more  emphasis  on  the  de- 
velopment of  the  64  market. 
And  Commodore  dealers,  many 
of  whom  are  upset  over  the 
placement  of  the  64  into  the 
mass  distribution  chains,  will  be 
forced  to  concentrate  their  ener- 
gies on  the  new  P  and  B  series 
machines. 


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FOR  YOUR  COMMODORE  COMPUTER 


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system  for  tlie  Commodore  8032  computer,  InfoPro  uses  "friendly" 
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makes  InfoPro  unusuaily  easy  to  learn  and  just  as  easy  to  operate. 

For  Mailing  List  applications  InfoPro  can  print  up  to  8  labels  across 
and  even  has  a  built  in  "structure"  with  fields  already  preset.  This 
structure  can  easily  be  changed  to  fit  many  other  types  of  office  jobs. 

Another  extremely  powerful  feature  of  InfoPro  is  Super  Scan.  The 
Super  Scan  feature  acts  like  an  "electronic  filing  cabinet"  and  pro- 
vides the  user  with  almost  instantaneous  access  to  the  data  stored 
in  a  file.  The  powerful  Report  Generator  allows  you  to  "select"  infor- 
mation for  printing  based  on  up  to  5  different  parameters  or  criteria 
and  to  perform  various  math  functions. 

Another  powerful  and  indispensable  feature  is  InfoPro's  ability  to 
interact  with  the  WordPro  family  of  word  processing  programs.  This 
provides  the  user  with  a  "link"  from  the  area  of  data  information 


WordPro     and  InfoPro     are  registered  trademarks  of  Professional  Software 


management  to  the  area  of  word  processing,  allowing  the  user  to 
manipulate,  sort,  and  select  data  by  certain  criteria,  which  can  then 
be  inserted  into  "personalized"  letters,  documents,  overdue  notices, 
etc.  InfoPro  will  also  allow  you  to  ADD,  DELETf;  or  CHANGE  your 
information  "fields"  any  time  you  wish.  This  means  that  as  your 
business  changes,    InfoPro    has  the  flexibility  to  change  with  it. 

As  with  ali  Professional  Software  products,  InfoPro  comes  complete 
with  a  professionally  written  and  fully-tested  user  oriented  manual. 
InfoPro  also  includes  a  program  ROM,  and  InfoPro  System  Diskette. 


Start  managing  your  information  today. 

Call  us  today  for  the  name  of  the  Professional  Software  dealer  nearest 
you. 

Professional  Software  Inc. 

51  Fremont  Street 
Needham,  MA  02194 
Tel:  (617)  444-5224 
Telex:  951579 


Pubhsher-'Edifor-ln-Chief 
Publisher  s  Assistant 


Robert C  lock 
AJce5.Wotfe 


Senior  Editor 
Managing  Editor 
Assistant  Managing  Edilor 
Production  Editor 
Features  Editor 
Technical  Edilor 
Pj'ogram  Editor 
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pTog  ram  m  i  n  g  Assista  nts 

Administrative  Assistants 


Assistont  Copy  Editor 
Copy  Assistant 


Associate  Editors 


Contrlbijfing  Editor 


Richard  Mansfield 
Kathfeen  E  Martinek 
lony  Roberts 
Goii  Walker 
TomR  Holthtll 
OttisRCowper 
Charles  6?anr>on 
KothyYokal 
Pctnck  Pa  Irish 
Gregg  Peefe 

ViCki  Jennings 
lauralvlcfadden 
CoroJ  Ecfdv 
Juonita  lewis 
Becky  Hall 
IvlQfy  Parker 
Jim  Butterlield. 
Toronto,  Conodo 
Harvey  Herman. 
Greensboro,  NC 
Fred  D'Ignazio. 
2117  Carter  Rd.S.W. 
Roonoite.  VA  2dOl5 
David  Thomburg 
).  Box  1317.  L05  Altos,  CA  94022 

BillWilkinson 


COMPUTE' s  Book  Division 

Editor 

Assistant  Editor 

Artist 


Orson  Scott  Cord 
Step  hen  Levy 
Janice  Farv 


Art  Director/Production  tyjanager  Georgia  Popadopoulos 


Assistant 
Artists 

Typesetting 
Illustrator 

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frma  Swom 
De  Potter 
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Do>r?ees 


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Advertising  Soles  Wonager 

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AndyMeehan 
Patti\MI]iams 
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Liso  Fiohorty 
JimCoword 
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L>ata  Processing  Manager 
Assistant 


Leon  Stokes 
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Accournting  Manager 
Bookkeeper 
Accounting  Assistants 

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W.  Jej-ry  Day 

Ellen  Day 

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liufh  Granger 
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Coming  In  June 

How  To  Buy  Ttie  Rtgiit  Printer 

TI-99/4  Structured  BASIC 

Atari  Player/Missiles  Made 
Simple 

The  New,  Low-Cost  Printers 

Two  Extraordinary  Games: 
The  Hawkmen  Of  Dindrin 
And  Asfrostorm 

PET  Machine  Language 
Uncompactor 

Data  Searcher  For  PET,  VIC, 
And  C-64 

Apple  Shape  Generator 

TR$-80  Color  Computer: 
The  Printer  Connection 


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Authors  o)  manuscripts  warrant  that  all  materials  submitted  to  COMPUTE!  ore  originol  rnalerials  witli  full 
ownership  rights  resident  in  said  duttiors.  By  submitting  articles  to  COMPUTE!,  authors  acknowledge  that 
such  rraterials,  upon  acceptance  for  publication,  become  the  exclusive  property  of  Small  System  Ser- 
vices. Inc.  No  portion  of  this  magazine  may  be  reproduced  in  any  form  without  written  permission  from  the 
publisher.  Entire  contents  copyright  S 1983,  Small  System  Sendees,  Inc.  Rights  to  programs  de^loped  and 
submitted  by  authors  are  explained  in  our  author  contract.  Unsolicited  mateiiols  not  accepted  for  publi- 
cation in  COMPUTE!  will  be  returned  it  author  provides  a  self-addressed,  stamped  envelope.  Progroms  (on 
tape  or  disk)  must  accompany  each  submission.  Printed  listings  are  optional,  but  helpful  Articles  should  be 
furnished  as  typed  copy  (upper-  and  lowercase,  please)  with  double  sioocirvg.  Each  page  of  your  article 
should  beor  tlie  trtle  of  the  article,  date  and  name  of  the  author.  COMPUTE!  oisumes  no  liobility  for  errors  in 
articles  or  advertisements.  Opinions  expressed  by  authors  are  not  necessorily  those  of  COMPUTE!. 


PfT.  C6H  WC-20ond  Commooofe  M  are  TrodetTioiits  of 

Commodoie  Buane«  MochtfTes.  Ire.  ona'o*  Cofnmodote  £iectTc«ci  Lirrslwl 

AppJe  li  a  hcxismaik  of  Apple  CoTiputef  Company. 


ATAra  IS  a  !ia<temarV  pt  Almi.  Iric 

TJW/dA  I!  a  ffodefTiofV  of  te^as  iftsfiuiyionts  Inc 

fioOO  SrtocIf  Color  Compulel  h  a  Ircdemotlc  of  Tondy.  Inc 


10   COMPUTC!     May  1983 


^  I II  s  i 


3  exoepiional  books  joJrnhe  DATAMOST  library. 


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In  each  of  these  bool<s  author  Ed  Fauil< 
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programs  for  it.  As  you  proceed,  interest- 
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READERS'  FEEDBACK 


The  Editors  and  Readers  of  COMPUTE! 


What  Does  A  Light  Pen  Do? 

I  own  a  VIC-20.  In  COMPUTE!  I  see  advertisements 
for  a  new  light  pen  for  the  VIC.  I  am  not  sure  what 
a  light  pen  does  exactly.  What  does  it  do?  Do  you 
recommend  buying  one? 

Rich  Cope 

The  display  on  a  video  screen  is  not  nearly  ns  static  ns  it 
appears.  It  is  actually  "re-draivn"  many  times  per  sec- 
ond by  an  electron  beam.  Moreover,  it  is  not  a  solid 
picture,  but  rather  a  slack  of  closely  spaced  horizontal 
lines  like  a  ji^saio  puzzle  made  up  entirely  of  long,  thin 
rectangular  pieces.  An  important  characteristic  is  that 
the  beam  always  "draws"  the  entire  screen,  and  at  a 
constant  speed.  Tims  the  drawing  always  takes  the 
same  amount  of  time,  whether  the  display  is  bla)ik  or 
filled  with  an  intricate  pattern. 

The  light  pen  is  a  light  detection  device.  It  "sees" 
the  electron  beam  as  it  draws  the  lines  across  the  screen. 
By  checking  to  see  hoiv  much  time  passes  between  ivhen 
the  beam  starts  drawing  the  picture  and  when  the  pen 
detects  the  beam,  the  computer  can  determine  how  far 
the  beam  has  drawn,  and  thus  where  on  the  screen  the 
light  pen  is  positioned. 

A  light  pen  is  useful  for  pointing  to  things  on  the 
screen.  One  of  the  nuist  common  uses  for  the  pen  is  to 
select  items  from  a  list  simply  by  pohiting  at  the  desired 
item.  Another  demonstration  we  have  seen  involves 
"playing"  a  piano  by  pointing  zvith  the  light  pen  to  the 
desired  "keys"  on  a  keyboard  display.  Light  pens  also 
provide  you  with  an  easy  way  to  "sketch"  on  the 
screen . 


Tl  Clock 

Since  there  is  no  realtime  clock  built  into  the  Ex- 
tended BASIC  on  the  TI-99/4A,  is  there  any  coding 
scheme  to  simulate  one? 

John  J.  Mahoney 

You  can  insert  a  FOR/NEXT  loop  wherever  you  wish 
to  make  some  time  elapse.  The  number  of  times  the  loop 
is  executed  can  be  varied  depending  on  the  timing  re- 
quirements of  your  program.  First  choose  some  arbitrary 
number  of  times  that  you  wish  the  program  to  run 
through  the  FOR/NEXT  loop.  Then  time  the  results 
when  the  program  is  executed.  If  the  time  that  transpires 
when  the  program  is  run  is  too  long,  simply  usea  smaller 
limit  in  the  loop.  This  method  depends  on  actual  pro- 
cessing time,  so  if  you  add  or  delete  program  statements, 

12     COWUIB     MOV  1983 


be  sure  to  adjust  the  FOR./NEXT  limit  accordingly. 

For  example,  see  how  long  FOR  T=  1  TO 
5000:NEXT  T  takes  to  finish.  ^Then  change  the  5000 
limit  to  suit  your  needs. 


NiJfekop  Decoded 

In  your  review  of  the  latest  games  from  Niifekop 
Software  (February  1983,  p.  140),  you  write:  "the 
word  Niifekop,  according  to  the  firm's  early  ads, 
has  a  Druid  origin,  and  means  putting  an  extraor- 
dinarily large  amount  into  a  small  pocket  or  en- 
closure, possibly  through  the  use  of  magic." 

This  must  have  been  tongue-in-cheek.  Surely 
you  recognize  "poke  fun"  spelled  backwards. 

J.  R.  Thompson,  Jr. 

Gary  Elder,  President  of  Niifekop,  responds: 

We  lucre  completely  shocked,  but  it's  true!  We're 
amazed,  as  always,  at  the  visionary  powers  of  the 
Druids. 


Cassette  Drive  Risk 

I  have  set  my  VIC  on  a  timer.  The  PLAY  key  on 
the  tape  drive  is  left  depressed.  When  the  system 
powers  up  I  would  like  for  it  to  load  and  run  the 
program  on  the  tape.  How  do  I  do  this? 

T.  H.  Homer  III 

If  would  be  better  to  avoid  leaiuug  any  of  the  tape-moving 
keys  (REW,  F.FWD,  or  PLAY)  down  while  the  unit  is 
turned  off.  This  can  cause  significant  damage  to  a  tape 
machine. 

The  tape  is  pulled  through  your  drive  at  a  uniform 
rate.  The  computer  would  not  be  able  to  load  your  pro- 
grams from  the  tape  drive  if  the  rate  deviated  much 
from  the  norm.  Inside  the  tape  player  are  a  capstan  a}ui 
a  pinch  roller  (see  illustration).  When  the  PLAY  button 
is  pressed,  the  capstan  revolves  and  the  pinch  roller 
holds  the  tape  firndy  against  the  capstan.  The  roller  is 
made  of  hard  rubber,  but  left  pressed  against  a  motionless 
capstan,  it  can  be  deformed. 

/\  .-az==E!».  PINCH  ROLLER 


I 


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/  / 


r-^ 


Look  what 
for  your  VIC  20. 


/ 


'tS. 


Fast  action,  Complex  strategies. 
Interesting  characters.  Supe^~f-^' 
rior  sound  effects.  Multiple  levels  ' 
.^f  play. 
/       These  are  the  things  you-vyant 


^o» 


«tOH 


-^ 


Irom  your  VIC  20 


TM 


■i^-y-. 


They're  also  the  things  you  get 
fronn  Tronix.  From  the  people  who 
brought  you  Swarm!,  Sidewinder 
and  Galactic  Blitz. 


\} 


;^r^     And  now,  there's  more.    7    ^ 
lj---l    /Now  Tronix  brings  you  the  same 
■T^..._^warding  rapid-fire  excitement  in 
^three  brand-new  game  cartridges. 
Each  one  is  something  dif- 
ferent. Something  new.  But  they  all 
"^y — /have  one  thing  in  common,  t'---^^ 
They're  all  designed  to  bring  ^ 
out  the  best  in  your  VIC  20. 

You  shouldn't  settle  for  any 
thing  less.  _ 


/ 


Jimmy  Huey.  '      , 

In  a  predatory  world     '^"^ 
of  killer  worms,  dragons,  stalk-     p 
ers,  pods  and  fly  traps,  the  scor-  V~-^, 
pion  prowls  the  maze  in  search 
of  sustenance.  Frogs  and  their  - 
eggs  mean  survival  to  the  scorpion. 
But  they  can  also  mean  instant^ 

deathj  (Suggested  {etail$39.95J. 


/ 


-^^  7W^^7-S^-/  ^>^i^  ■,^^/ 


/■^:^^/--^ 


we  have  in  store 


4a 


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By 
Thomas  Kim. 


•'^        Your  helicopter  gurv- 
ship  hovers  over  the  enemy's  ~ 
-..military  bases  and  missile  emplace-. 
^'ments.  Your  mission  is  to  destroy  _^^/ 
.-Jtherlr  But  as  the  sky  fills  with  smart 
/jBombs  and  anti-aircraft  fire,  there's 
T^tess  and  less  room  for  a  wrong 
Ipvel  (Suggested  retail  $39.95)    ■ 


■Corey  Ostman. 
Deep  in  the  earth,  a 
fortune  awaits.  But  the  dark 
_    ,  passageways  are  filled  with  peril  as- 
"^well  as  profit.  Runaway  boxcars.    -^ 
Crashing  boulders.  A  claim  jumper 
with  murder  in  his  eyes.  Be  careful. 
But  be  quick— oxygen  is  in  short 
supply!  (Suggeste.d  retail  $39.95 


■J 


8295  South  La  Cienega  Blvd.,  Inglewood,  CA  90301 
Look  for  Tronix  games  in  your  nearest  store.  If  you  can't  find  them  there,  write  to  us. 


VIC  20'"  IS  a  tradcnark  ol  Commooore  Electrcnics  Lici 


i>iuw.iliii1 


From  time  to  time  i/ou'H  get  a  shoppiug  cart  at  the 
market  with  a  wheel  that  has  been  similarly  damaged. 
In  that  situation,  you're  in  for  a  noisy,  bumpy  trip 
through  the  store.  A  bad  pinch  roller  would  have  far 
more  serious  effects:  you  would  begin  to  have  frequent 
load  errors. 

If  you  luant  a  program  to  start  running  at  a  certain 
time,  just  set  the  internal  clock.  You  don't  need  to 
involve  the  tape  player  at  all.  For  example,  to  start  a 
program  that  wakes  you  up  with  VIC  nnisic  in  eight 
hours: 

10  TI$="000000":  REM  00  hours/  00M 

INUTES/  00SECONDS 
20  IF  VAL(TI$)  =  80000  THEN  40 
30  GOTO  20 
40  REM  YOUR  MUSIC  PROGRAM  STARTS  H 

ERE 

The  VIC  uses  about  a  nickel's  worth  of  electricity 
every  24  hours  if  you  leave  it  on  continuously.  It's 
probably  its  own  best  tinier. 


How  To  Use  Atari's  Player/Missile 
Features 

I  am  an  Atari  800  owner.  How  do  you  use  player/ 
missile  graphics?  So  far,  in  at  least  ten  publications 
I  have  read  about  enabling  it  and  that's  where  they 
stop. 

Ely  Manero 

Player/ missile  graphics  are  a  powerful,  but  complex 

tool.  There  are  a  nuifiber  of  things  to  learn  before  you 
can  take  advantage  of  all  the  options  that  PI M  graphics 
make  available  to  you.  It's  rather  like  learning  BASIC 
itself;  there's  no  way  to  master  it  in  an  hour.  Your  best 
bet  might  be  to  look  over  and  practice  with  the  numerous 
PIM  articles  in  the  new  COMPUTEI's  First  Book  Of 
Atari  Graphics.  The  book  was  designed  to  teach  Atari 
graphics,  one  step  at  a  time.  You  might  find  one  of  Bill 
Wilkinson's  contributions  to  that  book,  "Introduction 
To  Player/ Missile  Graphics,"  especially  helpful.  See  the 
COMPUTE!  Books  ads  elsewhere  in  this  issue. 


VIC  PILOT  Decimal  Division 

I  teach  a  Computer  Programming  course  to  8th 
graders  at  our  school,  Castillero  Middle  School, 
San  Jose,  California.  We  have  seven  Commodore 
PETs  and  a  VIC-20.  The  language,  of  course,  is 
BASIC. 

But  now  we  are  also  using  PILOT  ....  from 
COMPUTERS  December  1982  issue.  Our  students 
are  finding  it  quite  interesting  to  write  programs 
in  PILOT  that  they  had  previously  written  in 
BASIC.  • 

One  of  my  students,  Mike  Jennings,  was 
intrigued  with  the  notion  that  PILOT  was  integer 
only.  He  wondered  whether  it  would  be  possible 

16    COMPUm    Moywes 


to  have  PILOT  do  decimal  division.  The  result 
was  a  program  he  wrote  which  does  just  that. 
The  user  is  prompted  for  two  numbers,  and  for 
the  number  of  decimal  places  desired.  One  small 
problem  is  when  the  division  works  out  evenly: 
that  is,  when  the  decimal  terminates.  In  such  cases 
an  additional  zero  is  printed. 

I  thought  it  was  a  pretty  good  effort  for  an 
8th  grader  with  only  a  semester  of  programming. 

Lawrence  E.  Corina 

70  T: 


1    *AGAIN 

2    T: 

3    T:2  NUMBERS? 

4    C:#T  =  0 

5    A:#A 

6    I:#A  =  333 

7    JY:*END 

8    A:#B 

9    T:CARRY  OUT  HOW  MANY  PLACES? 

10A:#L 

12  »MAIN  PART 

14I:#A<#B 

16  TY;.; 

18JN:»A>B 

20CY:#A  =  #A*10 

22C:#C  =  #A/#B 

24C:#T  =  #T  +  1 

26C:#D  =  #C»#B 

28C:#E  =  #A-#D 

30C:#A  =  #E*10 

32  T:#C; 

33I:#T  =  #L 

34JY;»AGAIN 

35I:#C  =  0 

36JN:22 

38JY:*AGAIN 

44*  A>B 

46C:#C  =  #A/#B 

48  T:#C.; 

50C:#D  =  #B»#C 

52C:#E  =  #A-#D 

54C:#A  =  #EnO 

56  J:35 

60  »END 

64  Tape  Control 

I'm  a  beginning  programmer;  I'm  getting  a  big 
headache  trying  to  solve  what  originally  seemed 
to  be  a  simple  problem.  My  program  instructs  the 
user  of  a  Commodore  64  to  press  fast  forward  on 
the  Datassette.  When  it  senses  that  the  button  is 
down  it  prints  OK.  After  a  time  interval  I  want 
the  Datassette  turned  off  automatically  by  the 
computer.  I've  tried  every  POKE  possible  and 
haven't  got  one  that  works.  I  thought  that  this  one 
would  work; 

POKE(l),PEEK(l)AND  39 

...  but  it  doesn't. 

How  can  I  do  this? 

Jim  Butterfield  replies: 

You're  close.  Two  more  things,  and  you'll  have  every- 


Bmderbufld  Presents 
fln  Arcade  Adveoturc : 


A.E.'s,  produced  by  an  industrial  giant  to  control  pollution  on  Earth  have 
slipped  quality  control.  They  attack  relentlessly  in  waves  from  the  sky.  Your 
mission:  to  drive  them  farther  and  farther  into  space.  With  each  successful 
defense,  you  are  transported  to  another,  then  another  more  distant  3-D 
environment.  With  these  progressively  difficult  scenes,  A.E.  delivers  the 
ultimate  challenge. 

Never  has  a  computer  game  required 

such  precision,  such  timing.  You'll  be 

hooked  from  the  very  start.  A.E.  (it 

means  sting  ray  in  Japanese)  provides 

such  enduring  satisfaction  on  every 

level  that  it  will  become  your  personal 

standard  of  excellence  in  computer 

gaming. 


Now  available  for  Apple  II, 
II+,  lie  and  Atari  400/800t 


^AppJe  and  Alan  are  regtslered  irademarks  ol 
Apple  Compuier.  Inc..  and  Atari,  inc.  respeciively. 


^BroderbundSoftujare 

Brodertwnd  Software,  Inc.   1938  Fourth  Street   San  Rafael,  CA   94901    (415)45&«424 


thing  workiiig. 

Fir:;t:  ilic  motor  logic  is  iinvrted,  so  to  tun}  the 
motor  off,  you  must  turn  the  control  bit  (value  32) 
on.  To  turn  bits  on,  you  need  an  OR  function  rather 
than  an  AND.  So  your  code  will  be:  POKE  I.PLEKCl) 
OR  32. 

Seco)id:  the  motor  is  also  cojitrollcd  bi/  an  interlock, 
address  192  on  the  VIC  and  Commodore  64.  If  this 
location  contains  a  zero,  you  can  try  to  turn  the  motor 
off ...  but  it  will  be  turned  right  back  on  again.  You 
must  set  the  interlock  to  any  non-zero  value  after  tlie 
motor  has  been  turned  on.  Then,  and  only  then,  your 
POKE  to  address  1  will  shut  Ihe  motor  off. 

The  interlock  location,  192,  will  switch  back  to 
zero  automatically  -when  the  user  releases  the  Datassette 
key.  If  this  kei/  is  still  dozen,  you  can  turn  the  cassette 
}notor  back  on  again  very  easihf.  just  release  the  interlock 
with  POKE  192,0. 

So  your  procedure  is  asfolloxos: 

1 .  Wait  for  the  user  to  press  the  appropriate  cassette 
key  'which  will  cause  the  NU)tor  to  start.  Then  POKE 
192,1. 

2.  When  llic  appropriate  time  has  elapsed,  POKE 
l,PEEK(-l)OR32. 

Zeroing  Into  VIC  TInymon 

Why  does  Jim  Butterfield  say  that  a  SYS  to  any 
memory  location  containing  a  zero  value  will  in- 
voke Tinymon?  I  would  have  thought  that  a  SYS 
to  the  memory  location  containing  the  first  byte 
of  Tinymon  would  be  the  only  way  to  make  it  run. 

Roy  Underhill 

The  zero  i}ieans  sometbi)ig  special  to  the  6502  micro- 
processor chip.  In  its  language  (machine  language),  the 
zero  is  a  BRK  (break).  That  instruct io)!  forces  control  of 
the  computer  to  go  to  an  address  contained  i)i  the  "break 
interrupt  vector."  This  is  a  two-byte-long  "pointer" 
ivhich  you  can  change  to  point  to  any  address.  On  the 
VIC,  this  vector  is  located  in  addresses  790  and  791 
(decimal).  If  you  make  it  pioint  to  the  entry  point  in 
Tinymon  (entry  points  are  not  ahoays  the  first  byte), 
then  any  time  you  SYS  to  a  zero,  the  computer  will 
"break"  to  the  entry  and  Tinymon  will  be  off  ami 
running. 

True  Random  Numbers  For  TI-99/4 

Regena  writes  about  randomness  on  the  99/4  in 
her  column  in  the  February  issue.  I  would  like  to 
share  some  discoveries  I  have  made  on  this  subject 
with  your  readers. 

First  of  all,  there  seems  to  be  some  confusion 
about  how  the  RANDOMIZE  statement  works  in 
TI  BASIC  and  TI  Extended  BASIC.  As  Regena 
pointed  out,  if  you  do  not  use  this  statement  in 
your  program  prior  to  using  the  RND  function, 
you  will  receive  the  same  sequence  of  numbers 


each  time  you  run  the  program.  All  your  friends 
around  the  country  with  99/4's  will  gel  the  same 
numbers  as  you  do,  too.  When  the  computer  en- 
counters the  RANDOMIZE  statement,  it  puts  you 
back  at  the  beginning  of  a  new  list  of  pseudo- 
random numbers. 

That  term  "pseudo-random"  is  important. 
The  99/4 A  User's  Reference  Guide  makes  a  point  to 
mention  that  the  RND  function  "gives  you  the 
next  pseudo-random  number  in  the  current  se- 
t]uence  of  pseudo-random  numbers."  If  you  use 
the  RANDOMIZE  statement  once,  then,  you  may 
or  may  not  get  the  same  sequence  of  numbers. 
However,  using  the  RANDOMIZE  statement 
over  and  over  again  in  the  program  just  puts  you 
back  at  the  beginning  of  another  list.  In  reality, 
there  seem  to  be  certain  numbers  that  the  con> 
puter  prefers  to  put  at  the  top  of  its  lists,  so  in 
games  there  may  be  some  numbers  that  are  never 
generated  because  you  never  make  it  far  enough 
up  into  the  current  list  to  get  that  number.  The 
point  is,  repeating  the  RANDOMIZE  statement 
does  NOT  niake  your  program  more  random. 

I  have  found  that  the  only  way  to  make  the 
computer  generate  a  totally  unpredictable  set  of 
numbers  is  to  use  the  RANDOMIZE  statement 
once  at  the  start  of  the  program,  then  when  you 
need  to  wait  for  the  user  to  press  a  key,  do  this: 

100  CALL  KEY(0,K,S) 

110Z=RND 

120  IF  S"0  THEN  100 

Since  the  time  it  takes  a  human  to  press  a  key  will 
not  be  exactly  the  same  each  time  the  program  is 
used,  the  computer  will  read  down  the  list  of 
pseudo-random  numbers  an  unpredictable 
number  of  places. 

Steve  Davis 


TRS-80  Color  Computer  Group 

I  would  like  to  inform  your  readers  through  your 
"Ask  The  Readers"  column,  that  there  is  now  a 
TRS-80  Color  Computer  Users  Group  in  Mil- 
waukee, WI.  For  more  information  write  to: 

CoCo-MUG 
c/o  Tom  Fandre 
2420  Mistv  Lane 
Waukesha,  WI  53186 

(414)542-0600 

Steve  Koszuta 


COMPUTE!  welcomes  questions,  connnents,  or 
solutions  to  issues  raised  in  this  column.  Write  to: 
Readers'  Feedback,  COMPUTE!  MflX"='"t''  ^'-O. 
Box  5406,  Greensboro,  NC  27403.  COMPUTE! 
reserves  the  right  to  edit  or  abridge  published 
letters.  "  © 


nMTffY 


compuTER  onmE 

IS  nOlU  R  CARTRIDGE.  TOO! 


FORTHEHTflRHOO/800' 


CHOPUFTER! 

Brilliant  animation,  dazzling  graphics  and  world-class 
arcade  action  have  made  Choplifter  the  favorite  of  tens  of 
thousands  of  Apple  II  and  Atari  400/800  owners.  Previously 
released  only  on  disk,  Choplifter  is  now  available  in  a  con- 
venient plug-in  ROM  cartridge. 

Now  you  too  can  unleash  the 
hero  witiiin  you  as  you  pilot  your 
rescue  chopper  behind  enemy  lines, 
saving  your  comrades  from  enemy 
fire, 

Choplifter's  detailed,  lifelike 
3-D  graphics  will  give  you  a  sense 
of  realism  unmatched  by  any  other 
game  available  today 


cmnifTURi 


^r  BrdbwiI  Sofuun 


SO  IS  RITIERICR'S  mOST  RDDICTIflG 


SERPtmiNE! 

■111    ^WWW  lllk.^  ^ 

Yet  another  Braderbund  hit,  Serpentine  thrusts 

you  into  a  terrifying  age  when  mighty  serpents 

ruled  the  earth!  Serpentine  will  hold  your  inter-  ^  „ZI!lL._    \ 

est  through  hundreds  of  plays  . . .  challenging  B  "/~"~~ 

you  3t  every  level.                                            B  '«'"**"«*««« 


Join  the  legion  of  Choplifter  heroes  and  brave  Serpentine  warriors 
and  discover  a  whole  new  world  of  arcade  action. 

Brederbund  products  are  available  at  your  retailer  or  by  writing  to: 

^BfrjdertMjndSoftujarB 

1938  Fourth  Street,  San  Rafael  CA  94901,  (415)  456-6424 

•Atari  400/800  and  Apple  II  ars  regisiereil  trademarks  of  Atari,  Inc.  anii  Apple  Computer,  Inc.,  fespectiwly. 


The  New  Low-Cost 
Printer/Plotters 


Tom  R  Halfhill,  Feotures  Editor 


Recent  price  hrcaktltrou^'ihs  are  niakiii^'^  color  prinierl 
plotters  as  ensi/  to  afford  as  tlie  iieiv  low-end  Uouie 
computers,.  Here's  a  roundup  of  the  ninjor  nwdels  now 
nppcarin;^  on  the  market  for  Atari,  Commodore,  Radio 
Shack,  and  Texas  Instruments  computers. 


If  you're  a  person  who  likes  to  doodle  on  your 
memo  pad  at  work,  or  in  the?  margins  of  your  notes 
at  school,  then  this  article  is  probably  for  you. 

Especiallv  if  vou  sometimes  doodle  in  color. 
And  if  you  envy  the  graphic  designs  on  this  page. 
And  if  you  wish  there  were  more  to  computer 
graphics  printouts  than  black-and-white  dot- 
matrix  dumps. 

Multicolor  graphic  designs,  drawings,  charts, 
and  graphs  have  long  been  possible  with 
peripheral  devices  known  as  plotters.  Plotters  are 
closely  related  to  printers.  The  main  difference  is 
that  printers  create  an  image  by  striking  the  paper 
with  a  print  head,  while  plotters  actually  draw  on 
the  paper  with  ballpoint  or  felt-tip  pens,  just  as 
people  do.  Of  course,  because  plotters  are  con- 
trolled by  computers,  they  can  draw  with  greater 
precision  than  the  finest  human  draftsman. 

Although  plotters  have  been  around  for  years, 
they  haven't  seen  much  use  on  home/personal 
computer  systems  because  of  their  high  cost, 
typically  several  thousand  dollars.  But  that's  about 
to  change,  thanks  to  a  new  generation  of  econom- 
ical printer/plotters  (so-named  because  they  can 


print  text  in  addition  to  plotting  figures).  For  ex- 
ample, the  four-color  designs  illustrating  this  arti- 
cle were  produced  by  the  new  Atari  1020  Printer/ 
Plotter,  which  is  just  coming  on  the  market  for 
only  S299.  Similar  low-cost  models  for  other  home 
computers  have  been  introduced  by  Commodore, 
Radio  Shack,  and  Texas  Instruments. 

A  Revolver  Loaded  With  Pens 

Three  main  features  separate  printer/plotters 
from  ordinary  printers:  the  ability  to  dra^v  con- 
tinuous lines  in  anv  direction,  the  abilit\'  to  draw 
in  several  colors,  and  the  ability  to  .scroll  the  paper 
both  forward  and  backward  as  they  draw. 

Printers  are  designed  primarily  for  printing 
■  out  text  and  are  severely  limited  when  it  comes  to 
graphics.  So-called  dais\rwhee\  or  letter-quality 
printers  ~  those  that  stamp  their  characters  on 
paper  with  a  typewriter-like  striker  -  are  limited 
to  the  characters  on  their  striking  wheels  or  balls. 
By  printing  patterns  of  X's,  asterisks,  periods,  or 
so  forth,  they  can  create  crude  figures  or  charts. 

Dot-matrix  printers  are  a  little  more  flexible. 
Their  print  heads  have  a  row  of  tiny  pointed  wires 
which  are  "fired"  at  the  paper  in  certain  patterns 
to  form  characters  out  of  small  dots.  In  addition 
to  regular  alphanumeric  characters,  most  dot- 
matrix  printers  also  have  special  graphics  charac- 
ters. Generally  these  are  smaH  shapes  or  blocks 
which  can  be  grouped  together  to  make  figures. 
With  special  programs,  most  dot-matrix  printers 


20     COMPUTl!     M0]y1983 


Can  you  meet  the  challenges 
of  3  totally  unique  3-D  screens? 

TRION  I.  THE  3-D  CANYON. 

TRION 11.  THE  3-D  TUNNEL 
TRION  III.  THE  3-D  BARRIER. 

You're  gonna  need  all  the  ammo,  all  the 
fuel  you  can  bag  to  survive  the  deadly 
incendiary  ambush  ...the  dangerous 
drone  freighters. . .  all  the  dynamic  thrills 
of  non-stop  3-D  excitement.  So  hold  on... 
Trion's  gonna  grab  you! 


arcadeouauty 
high-res'graphics 

100%  machine  LANGUAGE 
32K  PLUS'JOYSTICK 
DISK  OR  CASSETTE 

FROM  THE  MAKERS  OF  HOT  UPS, 
BUMPERBALL.  AND  SPACE  ACE, 

m-RATED  GAME  OF  1982* 

$39.95.  SEE  YOUR  DEALER  OR 

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W  3-D  GAME! 


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Software 

374  WildwoodAve.,  Piedmont,  CA  94611 

PHONE  ORDERS:  [415}  893-1090  VISA/MC 

Please  sad  St.SOpaslago  and  hamlling. 
Calif,  residents  add  6.5%  sales  lax. 

•COMPUTEH  DEALER  MAGAZINE,  January.  1983 
•  Atari  400/800  and  IBM  are  reglslertd  trademarks  of 
Atari  Inc.  and  IBM 
<^  1983  by  London  Software 


DESIGNED  BY  GREG  YOUNG.  FOR  ATARI  400/800."  AND  YOU. 


THE  NEW  ATARI  1200XL  HOME  COMPUTER 
MAKES  SOPHISTICATED  GRAPHICS  AND 
SOUND  SO  EASY  TO  PROGRAM, 

ONLY  the  new  ATARI  1200XL  Home  Computer  combines  cus- 
tom microchip  technology  with  64K  RAM  computing  power  to  de- 
liver graphics  and  sound  capabilities  that  are  so  easy  to  program.  The 
ATARI  1200X1  has  11  graphics  modes  and  5  text  modes.  (The  Commo- 
dore 64  and  Apple  ll-e  have  only  2  graphics  modes  and  1  text  mode.) 
Additional  text  and  graphics  modes  allow  users  to  easily  program 
sophisticated  graphics  effects  with  relatively  few  commands,  taking 
full  advantage  of  the  256  color  variations  available.  The  sound  capa- 
bilities of  the  ATARI  1200XL  are  also  easy  to  program.  Four  distinct 
"voices"  spanning  3V2  octaves  are  controlled  by  a  separate  microchip, 
leaving  the  principal  microprocessor  chips  free  to  perform  other  tasks. 

ONLY  the  ATARI  1200X1  offers  a  keyboard  featuring  8  pro- 
grammable function  keys  controlling  16  functions  in  a  64K  computer 
(That's  twice  as  many  as  the  Commodore  64).  Four  new  function 
keys  enable  you  to  lock  and  unlock  the  keyboard  electronically  disable 
the  screen  DMA  for  faster  processing  time,  generate  European  lan- 
guage or  graphics  characters,  turn  the  keyboard  sound  on  and  off  or^^ 
access  the  one-touch  cursor  control.  The  unique  user-definable  "help" 

THE  NEW 

O  A  Warner  Communications  Company     ©  ms.  awi,  inc.  aii  rights  reserved. 


key  permits  users  to  self-test  ROM,  RAM,  audio-visual  circuitry  and 
l<eyboard  functionality  or  call  up  assistance  within  complex  programs. 
For  even  more  help,  Atari  gives  you  a  toll-free  number  to  call  for 
product  and  technical  information  (800)  538-8543;  in  California 
1-(800)  672-1404. 

ONLY  the  ATARI  1200XL  offers  you  a  home  computer  com- 
patible with  virtually  all  ATARI  Computer  peripherals  and  software 
(compatibility  that  other  new  computers  like  the  Commodore  64  don't 
offer).  There  are  over  2,000  programs  and  seven  programming  lan- 
guages currently  available  for  tfie  ATARI  1200XL  New  programs  like 
AtariWriter'"  and  languages  like  ATARI  Microsoft  BASIC,  Assembler 
Editor,  PILOT,  Pascal,  ATARI  BASIC,  Forth,  and  Macro  Assembler  offer 
you  even  greater  programming  challenges  and  flexibility 

ONLY  Atari  puts  so  much  more  in  the  new  1200XL  Home 
Computer  so  you  get  so  much  more  out  of  it. 


AIARri200xL 


HOME  COMPUTER 


also  can  produce  screen  dtinips  -  direct  dot-by-dot 
copies  of  images  on  the  computer  screen.  The 
limitations  are  that  the  screen  dumps  are  only 
black-and-white,  and  have  low  resolution,  since 
they  are  composed  of  masses  of  dots. 

Plotters  work  on  an  entirely  different  princi- 
ple. Expensive  plotters  usually  have  an  arm, 
guided  by  tracks  or  rails,  which  grasps  one 
ballpoint  or  felt-tip  pen  at  a  time.  Beneath  the 
arm,  the  sheet  of  paper  {or  plastic  transparency) 
is  held  flat  and  stationary  on  the  plotter.  Under 
computer  control,  the  arm  can  slide  in  any  direc- 
tion on  its  guide  rails  to  draw  continuous  lines. 
When  a  line  is  supposed  to  end,  the  arm  lifts  the 
pen  off  the  surface  a  fraction  of  an  inch,  moves  to 
where  the  next  line  is  to  begin,  and  sets  the  pen 
back  down  to  resume  drawing.  To  change  colors, 
the  arm  automatically  lifts  the  pen,  moves  it  off 
the  paper,  sets  it  in  a  rack,  and  picks  up  another 
pen  from  the  rack.  Some  expensive  plotters  have 
racks  with  a  dozen  or  more  different-colored 
pens. 

The  new  low-cost  plotters  for  home  com- 
puters take  a  somewhat  different  approach,  but 
the  result  is  the  same.  To  cut  costs,  the  complex 
movable  arms,  guide  rails,  and  racks  of  pens  are 
eliminated.  Instead  of  drawing  lines  by  moving 
an  arm  over  flat,  stationarv  paper,  the  new  plotters 
hold  the  pen  stationary  and  roll  the  paper  beneath 
it.  To  make  it  possible  to  draw  lines  in  any  direc- 
tion, the  paper  roller  can  rotate  forward  and  back- 
ward, unlike  conventional  printers.  And  the  low- 
cost  plotters  can  lift  the  pen  off  the  paper  and  set 
it  back  down  to  draw  lines  of  anv  length  similar 
to  their  more  expensive  cousins. 

The  new  plotters  also  have  a  simpler  way  of 
changing  pen  colors.  Instead  of  using  a  movable 
arm  to  pluck  pens  from  a  rack,  they  store  four 
very  small,  colored  pens  in  a  rotating  barrel.  The 
barrel  looks  something  like  the  cylinder  of  a  re- 
volver, except  that  there  are  spring-loaded  pens 
where  the  bullets  would  be.  To  change  colors,  the 
plotter  rotates  the  barrel,  and  a  plunger  presses 
the  correct  pen  into  contact  with  the  paper. 

As  you  might  guess,  the  whole  operation 
requires  lots  of  precision,  and  it's  amazing  to  see 
such  devices  sell  for  only  a  tew  hundred  dollars. 
To  further  cut  costs,  all  the  new  plotters  use  nar- 
rower paper  (about  40  columns  wide),  and  are 
limited  to  four  colors  at  one  time  -  although  the 
pens  are  sometimes  interchangeable  so  that  many 
different  colors  are  possible. 

The  Patience  Of  A  Monk 

Now  that  you  know  how  a  plotter  draws  pictures, 
you  might  be  wondering  how  a  printer/plotter 
prints  text.  After  all,  it  doesn't  have  a  conventional 
print  head. 

The  answer  is  simple,  though  the  method  is 


not.  A  printer/plotter  draws  characters  the  same 
way  it  draws  pictures:  one  line  at  a  time.  It's  fun 
to  watch.  Tediously  but  precisely,  with  the  pa- 
tience of  a  medieval  monk,  the  plotter  scrolls  the 
paperback  and  forth  under  the  pen  to  carefully 
scribe  each  letter,  number,  and  symbol.  Since 
printing  is  a  lot  slower  than  typing,  printer/plotters 
take  a  long  time  to  generate  text.  Although  the 
characters  come  out  looking  sharper  than  a  dot- 
matrix  printout,  you  probably  won't  want  to  use 
a  printer/plotter  for  listing  many  programs  -  unless 
you,  too,  have  extraordinary  patience. 

To  control  a  plotter,  you  can  write  a  program 
in  BASIC  or  in  another  language  that  may  be  avail- 
able for  your  computer  (Logo,  PILOT,  etc.).  The 
svntax  varies,  but  generally  you  specify  the  X 
(horizontal)  and  Y  (vertical)  coordinates  for  each 
line;  or,  in  the  case  of  languages  with  turtle 
graphics,  a  direction  and  distance  (i.e.,  RIGHT 
90:FORWARD  10).  To  print  text,  vou  use  a  PRINT- 
type  statement  similar  to  BASIC'S  "PRINT." 
Printer/plotters  have  built-in  character  sets,  so 
you  don't  have  to  issue  volumes  of  commands  to 
form  each  tiny  character.  Some  printer/plotters 
even  have  several  different-sized  character  sets  to 
choose  from. 

Besides  drawing  pretty  graphics  designs, 
printer/plotters  also  are  widelv  used  for  creating 
illustrative  figures,  charts,  and  graphs.  It's  usually 
easv  to  mix  graphics  and  text. 

In  alphabetical  order,  here's  a  roundup  of  the 
new  geiieration  of  low-cost  printer/plotters  for 
popular  home  computers: 

Atari  1020 

The  Atari  1020  uses  standard  AV2  inch-wide  roll 
paperand  has  text  modes  of  20,  40,  orSt)  characters 
per  line.  The  text  modes  are  selectable  from  the 
computer  keyboard  and  can  be  freely  mixed  with 


Atari  T020 
Printer/Plotter 


charts,  tables,  and  figures.  In  the  40-column  mode, 
it  prints  at  10  characters  per  second  (cps).  There's 
also  an  international  character  set  to  complement 
the  one  on  the  new  Atari  1200XL  computer.  The 
1020  is  styled  to  match  the  1200XL  and  to  fit  neatly 


2i     COMPUTC!     May  1983 


GamSS  ^011  tdVk  take 
^    home  to  your  munnny. 


»  orrcf  Commodore  64.  T/-K5/4A.  Rndto  Shack  _     . 
^   j^Apptc  //,  and  IBM-PC  ore  trademarks  oj  Atari.  Jnc, 
rfon-  JnlifrnuffontiJ,  /nc  Tt-xas  Inalrumetits,  Inc..  Tandif  Cor- 
1,  Applt  Comptiter,  trie,,  and  IBM,  Inc.  respectively.  At! 
'^ame  liHen  ore  tmdeinorhs  oJ  Synapse  Software. 


cassette  and  cartridge 
for  the  Atari  400/800 
computers,  m  hase  and  other  titles  avail- 
able soon  for  the  Commodore  64^  the  VIC-20t 
Ti-99/4A,  Apple  ii.  Radio  Shack  Color  Computer^ 

and  IBM-PC. 


synapse 


5221  Central  Avenue  *200,  Richmond,  CA  94804  •  (415)  527-7751 


atop  its  case. 

Under  program  control,  the  printer/plotter 
can  draw  to  any  vertical/horizontal  coordinates 
with  its  four-pen  print  head.  The  standard  colors 
are  black,  red,  blue,  and  green.  FA^hl  other  colors 
also  will  be  available.  Four  buttons  on  the  plotter 
control  the  power,  pen  color,  pen  change,  and 
paper  feed. 

Atari  says  the  1020  should  be  available  this 
spring  for  S299. 

Commodore  CBM  1520 

The  CBM  1520,  announced  at  the  Winter  Con- 
sumer Electronics  Show  (CES),  uses  standard  4'/2 
inch-wide  roll  paper  in  a  5-inch  carriage.  Pro- 
totypes had  a  four-color  print  head  with  black, 
purple,  green,  and  red  pens. 


Commodore  CBM  1520 
Printer/Plotter 


Prototypes  also  appeared  to  have  two  differ- 
ent-sized text  modes.  High-resolution  figures  are 
possible  with  the  plotter's  ability  to  "step"  up  to 
480  positions  horizontally  and  999  positions  verti- 
callv-  The  plotter  has  a  power  switch  on  the  side 
and  three  topside  buttons  for  paper  feed,  color 
change,  and  pen  change. 

The  1520  is  designed  primarily  for  the  VlC-20 
and  Commodore  64  computers,  hut  could  be  in- 
terfaced to  other  mociels  as  well. 

Commodore  says  the  1520  should  be  available 
this  spring  for  $199.95. 

Radio  Shack  CGP-115 

The  CGP-115,  already  on  the  market,  uses  stan- 
dard 4'/3  inch  roll  paper  and  comes  with  red,  bkre, 
green,  and  black  pens  in  its  four-color  print  head. 
Like  Commodore's  CBM  1520,  the  Radio  Shack 
plotter  can  step  up  to  480  positions  horizontally. 
However,  there  is  no  limit  to  the  vertical  steps. 

There  are  two  text  modes  -  40  or  80  columns 
at  12  cps.  Under  program  control,  other  size  char- 
acters can  be  drawn  and  even  rotated.  Topside 
buttons  control  the  power,  paper  feed,  and  color 

26    COMMJTi!     May  1983 


Radio  Shack  CGP-115 
Color  Graphics  Printer 


selection. 

TheCCP 


15  sells  for  $249.95. 


Texas  Instruments  HX-1000 

The  HX-1000  differs  from  the  other  printer/plotters 
in  that  it  is  portable  and  uses  narrower  2'/4  inch- 
wide  roll  paper.  In  the  text  mode,  it  can  print  up 
to  18  standard  characters  or  36  compressed  char- 
acters per  line,  but  eight  other  sizes  are  available 
as  well.  It  prints  at  12  cps. 

The  four-color  print  head  comes  with  black, 
blue,  red,  and  green  pens.  Ten  control  codes  sent 
from  the  computer  control  various  functions  of 
the  plotter.  There  is  also  an  on-off/reset  switch 
and  a  paper  feed  button. 

The  HX-1000  is  powered  by  five  AA-size  (pen- 
light)  batteries  or  an  AC  adapter/charger.  It  is 
designed  to  work  directly  with  Texas  Instruments' 
two  newest  computers,  the  under-$100  TI-99/2 
and  the  portable  Compact  Computer  40.  The  plot- 
ter also  works  with  the  TI-99/4A  if  connected 
through  a  $59.95  Hex-Bus  interface. 

Texas  Instruments  says  the  HX-1000  should 
be  available  this  spring  for  S199.95.  The  Hex-Bus 
Interface  should  be  available  shortlv  thereafter. 


Texas  Instruments 
HX-1000  Printer/Plotter 


§)  1W3  Sptclra  VKleO.  inc 


THE  PERSONAL  COMPUTER 
YOU'LL  GROW  INTO,  NOT  OUT  OF. 


SPECTRAVIDEO  SV-318  COMPUTER  COMPARISON  CHART 

SPECTRA  VIKO 
SV-llB 

APf-LEIPPLUS 

ATARI  UO 

COMMODORE  H 

NCCiUi 

HAOIOVUCk 
COLOR  COUPUTCR 

BASE  PRICE 

$299 

Jl.HO 

U99 

»sss 

»» 

$3» 

COMPUTING  K»WEn  FEATURES 

BUHTlNflOM 

32K 

TJK 

lOH, 

»K 

16K 

GM 

EXPANDABLE  70 

96K 

*2K 

NJA 

3?K 

BUILT  iNETIEhDED  UlCflOSOFT-  BASIC 

VE5 

YES 

ADDITIONAL  COST 

NO 

YES 

*OD<TI0NALO0ST 

BUILT  IH  RAW 

J3K- 

len 

«4K 

IfiK 

EX  PAN  DM  LC  TO 

!«H-- 

64K 

46K 

];k 

KEYBOARD  FLATUmtS 

NUMBER  or  KEYS 

71 

61 

10 

WA 

$E>ECLAL  WORD  PnOCESSIHC 

NO 

NO 

GEnERAIEB  anAI^HlCStFROH  KEYBOARD! 

TES 

NO 

VES 

NO 

NO 

UPPEflAO  wen  CASE 

YES 

UPP£^01>JL¥ 

YES 

CAMEJAUDtO  FEATURES 

SEPARATE  CARTRIDGE  SLOTS 

TES 

NO 

NO 

BUILT  IN  JOYSTKH 

VES 

NO 

NO 

NO 

COLORS 

i& 

15 

l?B 

le 

9 

RESOLUTION  [PkELSJ 

»&«  192 

zaot  iu 

320  Ji  19? 

220>:?D0 

?«*I93 

SPRITES 

32 

A 

R 

FifA 

WA 

« 

OCTAVES  PER  CHANNEL 

A 

B 

A  a^tt  ENVELOfE 

ViS 

NO 

NO 

YES 

PERIPKCfUt.  SPECIFICATIONS 

CASSETTE 

1  CHANNEL 

J  CHANNEL 

t  CMAfJNEL 

tCHAMNEL 

1  CHANNfl 

AUDIO  to 

VES 

NO 

NO 

NO 

BUIL.TtNHIC 

MO 

DISK  DRIVE  CAPACirY 

UHn 

96A 

ITCH. 

n;a 

(LOW  PROFILE) 

YES 

NO 

CPW  30 

YES 

NO 

NO 

NO 

'"  Apple  II  can  Koal  modified  40  o«  BO  co4ut>o  CP/M 


MmosaJt  <5  ]  'ffli^TpBj  tr*Jerrurk  pi  Miciosnn  Cwpwitan 
CP.'M  >i  1  liMfmifV  ot  OigitJ  Beseifch  inc 


FOR  UNDER  $300  "^^Limi/lffEO^ 


P6R50NAL  COMPUTGR 

SS>(CIRAViDEO.IMC.3'5W  3?thSI,  NY.NV  KXJia 


SadlY,  many  personal  computers  will  become  lomorroWi 
junk  in  the  attic-  TheSV-3lSisonelf)ot  will  not.  Because  as 
YOU  get  bettei,  II  gets  better.  It  does  so  because  ollts 
capabililY  and  expanaablllty—tiott\  tar  beyond  tt\ose  ol 
any  other  affordable  computer. 

CAPABILI1Y.  me  SV-3IS  Isn't  just  more  capable.  Its  much 
more  capable^  A/o  ofher  computer  of  even  twice  the  price 
combines  all  these  extraordinary  teatures:  32K  HOM 
expandable  to  96X:  32K  SAM  expandable  to  \44X: 
Extended  Microsoft  Basic  (the  Industry  standard):  even 
Standard  CPIM  SO-column  capability  so  you  can 
Immediately  utilize  over  10.000  existing  software 
programs.  The  SV-3!S  o/so  has  a  unique  built-in  joystlcKJ 
cursof  control— an  immeasurably  useful  feature  when  It 
comes  to  playing  your  favorite  video  game. 

eXPANDABiLlTY.  As  you  become  more  and  more  skillful 
with  computers,  you'll  love  hQwtheS'y-3iB  "stretches"  to 
meet  your  demands  (and  actually  leads  you  In  fascinating, 
new  directions).  For  one  thing,  all  eleven  ol  our  Important 
peripherals  are  avallabte  Immedialely.  With  most  other 
models,  you  have  to  wail  months.  For  another,  the  SV-318  Is 
beautltully  designed  to  Interface  with  new  options  as  they 
become  available, 

AFfQRDABIUTY.  The  SV-3IB  IS  not  only  eminently  afford- 
able. It's  the  first  true  bargain  of  the  computer  age!  Besides 
home  budgeting,  business  applications,  word  processing, 
programming  and  selt-teachlng.  the  S'y-3t8  is  the  best 
entertainment  value  in  town.  Hot  only  can  you  use  It  wilh 
your  TV  to  play  hundreds  of  different  video  games,  you 
can  also  use  your  SV-3IB  with  a  TV  as  a  drawing  tablet  or 
music  synthesizer.  In  piay,  as  in  work,  the  SV-3I&  will 
continually  expand  to  meet  your  potential. 

Whether  you're  just  wetting  your  toes  in  computers,  or 
fully  osall  on  the  waters,  the  SV-318  is  a  computer  that  will 
serve  you  lor  many,  many  years.  You  see,  we  believe  that 
even  In  the  computer  age,  you  don  7  become  on  object  ot 
real  value  unless  you're  around  tor  a  while 


Computers  And  Society 


Dovid  D  Thornburg,  Associate  Editor 


The  Robots  Are  Coming 


Technological  advances  seem  to  be  hitting  the 
consumer  marketplace  with  such  force  and  fre- 
quency  that  we  are  in  danger  of  becoming  numbed 
by  their  announcement.  It  is  hard,  for  example,  to 
believe  that  the  personal  computer  field  is  only  a 
few  years  old  -  or  that  powerful  languages  like 
Logo  have  become  available  to  the  home  com- 
puterist  only  in  the  past  two  years. 

As  we  watch  these  developments  eclipse 
each  other,  we  might  ask  ourselves  what  will  hap- 
pen next?  What  technological  development  could 
possibly  hit  the  consumer  marketplace  with  such 
force  that  it  might  displace  our  current  technology 
ical  wonders  as  the  benchmarks  of  our  age? 

Well,  I've  given  it  a  lot  of  thought,  and  I  have 
an  answer. 

Domestic  robots. 

By  now,  many  of  vou  have  seen  news  stories 
on  the  Heath  HERO-l'and  the  Androbot  TOPO. 
In  watching  these  contraptions  on  the  evening 
news,  you  might  have  said  to  yourself,  "So  what?" 
After  all,  we  see  robots  in  the  movies  all  the  time, 
and  the  use  of  robots  in  dangerous  or  boring  as- 
sembly tasks  has  been  going  on  for  years. 

The  reason  domestic  robots  are  important  is 
that,  like  the  personal  computer,  they  are  designed 
for  personal  use  by  people  in  their  own  homes. 
This  means  that,  for  the  first  time,  we  will 
individually  take  control  of  robots  and  shape  them 
to  our  personal  needs,  just  as  we  did  with 
computers. 

The  robots  used  by  industry  are  reminiscent 
of  the  computers  used  by  business  -  large 
specialized  machines  designed  to  perform  clearly 
defined  tasks  with  efficiency. 

In  more  ways  than  one,  the  domestic  robot  in 
1983  reminds  me  of  the  home  computer  in  1978. 
For  example,  in  1978  there  wasn't  a  whole  lot  one 
could  do  with  a  personal  computer.  The  software 
industry  was  in  its  infancy  (residing  mainly  in 
spare  rooms  and  garages),  but  the  people  who 
bought  computers  then  were  pioneers  -  brave 
souls  who  not  only  were  the  first  to  experience 
the  computer  revolution,  but  who  also  helped  to 

23     COMPUIR    MCIV1983 


make  it  happen  either  by  writing  software  them- 
selves or  by  helping  to  identify  those  areas  where 
software  was  needed. 

All  of  which  brings  me  to  1983  and  the  begin- 
ning of  a  new  industry. 

Where  Are  They  Headed? 

The  domestic  robot,  as  this  is  being  written,  is 
largely  a  tool  for  discovery,  experimentation,  and 
entertainment.  The  Heath  product  is  oriented  to 
the  technical  educational  market  as  a  tool  for  learn- 
ing about  robotics  per  ac.  The  buyer  of  the  Heath 
HERO  not  only  gets  to  assemble  the  device  (thus 
learning  about  everything  from  microprocessors 
to  wheel  drive  systems),  but  also  gets  to  program 
the  robot  at  the  most  basic  levels.  The  Androbot 
TOPO,  on  the  other  hand,  is  a  fully  assembled 
device  designed  to  be  operated  with  turtle 
graphics  commands  from  a  separate  computer 
using  BASIC  or  Logo. 

Because  of  philosophical  differences  in  the 
design  of  these  two  prtiducts,  they  will  serve  the 
needs  of  different  audiences.  I  expect  the  Heath 
product  to  have  more  appeal  to  the  hardware 
tinkerer  -  the  sort  of  person  who  built  his  or  her 
Northstar  Horizon  from  a  kit.  TOPO  may  appeal 
more  to  application-oriented  users. 

At  first  glance,  TOPO  looks  about  as  useful 
as  an  overgrown,  radio-controlled  Big  Trak.  It  is 
sent  commands  to  move  forward  and  backward 
by  some  amount,  or  to  turn  to  the  right  or  left  by 
some  angle.  It  is  thus  a  physical  analog  to  the 
display  turtle  associated  with  languages  like  Logo 
and  Atari  PILOT. 

In  order  to  understand  my  enthusiasm  for 
domestic  robots,  you  almost  need  to  experience 
them  for  yourself.  There  is  something  quite  ap- 
pealing about  being  able  to  write  a  program  that 
sends  a  three-foot  tall  robot  on  a  tour  of  your 
house.  After  watching  a  robot  in  action,  you  can't 
help  but  come  up  with  lists  of  applications  for 
these  devices. 

In  the  few  weeks  1  have  had  TOPO,  I  have 
used  it  to  help  teach  computer  programming  to 


Last  Night,  CompuServe  TurnedThis 

Computer  Into  A  Travel  Agent  For  Jennie, 

A  Stock  Analyst  For  Ralph,  And  now, 

IT'S  Sending  Herbie  To  Another  Galaxy. 


NO  MATTER  WHICH  COMPUTER 

YOU  OWN,  WE'LL  HELP  YOU  GET 

THE  MOST  OUT  OF  IT. 

If  you've  got  places  to  go, 
CompuServe  can  save  you  time  and 
money  getting  there.  Just  access  the 
Official  Airline  Guide  Electronic 
Edition— for  current  flight  schedules  and 
fares.  Make  reservations  through  our 
on-line  travel  service.  Even  charter 
a  yacht  through  "Worldwide  Exchange." 

If  your  money's  in  the  market, 
CompuServe  offers  a  wealth  of 


prestigious  financial  data  bases. 
Access  Value  Line,  or  Standard  and 
Poor's.  Get  the  latest  information  on 
40,000  stocks,  bonds  or  commodities. 
Then,  consult  experts  like  IDS 
or  Heinold  Commodities.  All  on  line 
with  CompuServe. 

Or  if,  like  Herbie,  intergalactic 
gamesmanship  is  your  thing,  enjoy  the 
best  in  fantasy,  adventure,  and  space 
games.  Like  MegaWars,  the  ultimate 
computer  conflict. 

To  get  all  this  and  more,  you'll 


need  a  computer,  a  modem  and 
CompuServe.  CompuServe  connects  with 
almost  any  personal  computer,  terminal, 
or  communicating  word  processor. 
To  receive  an  illustrated  guide  to 
CompuServe  and  learn  how  you  can 
subscribe,  contact  or  call: 

CompuServe 

Consumer  Information  Service 

2180  Wilson  Road.  Columbus,  Ohio  43228 

800-848-8199 

In  Ohio,  call  614-457-8650 


An  H&R  Block  Company 


third  graders  and  to  dance  to  a  piece  of  music  I 
play  at  the  piano.  These  aren't  earthshaking  ap- 
plications, but  I've  had  TOPO  only  a  short  time. 

Where  are  robots  like  TOPO  headed?  There 
are  many  applications  that  come  to  mind.  When 
equipped  with  a  simple  cart,  robots  can  help 
handicapped  people  carry  things  from  room  to 
room.  If  properly  programmed,  a  robot  can  "walk" 
around  the  house  each  night  "looking"  for  in- 
truders. (I  can't  imagine  very  many  intruders 
who  would  be  willing  to  tangle  with  a  robot.) 

Clearly,  just  as  with  personal  computers,  the 
entertainment  possibilities  are  endless.  You  could 
design  games  for  groups  of  children  that  use  a 
robot  as  one  of  the  players  -  truly  picking  a  child 
at  random,  for  example.  A  robot  that  can  be  pro- 
grammed to  move  pseudo-randomiy  in  a  room 
can  be  used  for  another  game  in  which  the  children 
divide  into  two  teams.  One  team  has  the  goal  of 
always  staving  to  the  "north"  of  the  robot,  while 
the  other  must  always  stay  to  the  "east."  As  the 
robot  moves,  the  children  must  move  with  it. 
Any  children  caught  outside  the  safe  zone  are 
"out"  until  the  next  game. 

The  more  I  think  about  it,  robots  may  help 
counter  the  fear  I  have  heard  that  computers  are 
turning  our  children  into  sedentary  creatures.  If 
this  were  true  (and  I  tend  to  doubt  it),  robots  would 
help  reverse  this  trend. 


What  I  find  interesting  is  that  the  applications 
1  mentioned  (carrying  things,  roaming  the  house, 
playing  games)  are  all  feasible  with  today's  robots 
and  just  a  little  bit  of  software  development. 

And  what  about  the  future?  Will  we  still  look 
on  robots  as  the  foreboding  evil  mechanisms  des- 
tined to  eliminate  the  less-than-perfect  carbo- 
naceous beings  that  created  them? 

I  think  not. 

The  personal  computer  made  computing  less 
intimidating  to  us  by  placing  the  power  of  this 
machine  in  the  hands  of  individuals.  So  it  will  be 
with  robots.  By  creating  a  domestic  robot  industry/ 
we  all  benefit,  even  if  we  choose  not  to  use  robots 
ourselves. 

As  with  computers,  users  and  non-users  alike 
should  learn  about  robots. 

Why? 

Because  they  are  there. 

Next  Time 

Next  month  we  will  continue  to  explore  this  topic 
by  looking  at  the  promise  and  potential  of  the  next 
generation  of  robots,  androids  that  adaptively  pro- 
gram themselves  in  response  to  their  environment. 

In  the  meantime,  you  might  want  to  read 
Isaac  Asimov's  book  /,  Robot.  It  will  be  moved  off 
the  fiction  shelves  soon. 


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MO¥l963     COMPUTC!     31 


THE  BEGINNER'S  PAGE 


Richard  Mansfield,  Senior  Editor 


People  are  putting  their  home  computers  to  all 
kinds  of  uses.  Last  month  -  to  get  an  overview  - 
we  separated  personal  computing  programs  into 
fifteen  broad  types:  1.  Graphics,  2.  Music,  3.  Word 
Processing,  4.  Education,  5.  Home  Applications, 
6.  Accounting,  7.  Games,  8.  Financial  Simulation, 
9.  Data  Base  Management,  10.  Languages,  11. 
Operating  Systems,  12.  Disk  Operating  Systems, 
13.  Utilities,  14.  Telecommunications,  and  15. 
Artificial  Intelligence.  We  reviewed  the  first  three, 
so  now  let's  take  a  look  at  the  second  group. 

Education 

Although  fears  have  been  expressed  that  Com- 
puter Assisted  Instruction  (CAI)  could  lead  to  a 
brave  new  world  of  cold,  inhuman,  assembly  line 
schooling  -  just  the  opposite  seems  to  be  taking 
place.  How  the  computer  teaches  is  entirely  de- 
pendent on  how  it's  programmed  to  teach.  A  CAI 
program  can  be  sarcastic,  or  teach  too  slowly  or 
too  quickly,  or  offer  endless,  boring  drills.  But 
this  is  not  something  inherent  in  computerized 
teaching;  bad  teachers  have  been  doing  all  these 
things  for  centuries. 

The  opportunities  for  personalized,  interac- 
tive, effectively  paced  CAI  are  just  beginning  to 
be  explored.  It  wasn't  long  ago  that  we  heard  a 
good  deal  about  attempts  at  new,  unstructured 
educational  styles.  "Learning  can  be  fun"  was  the 
slogan,  but  the  results  of  these  experiments  were, 
to  put  it  mildly,  mixed.  A  part  of  an  entire  gener- 
ation failed  to  learn  fundamental  spelling,  arith- 
metic, and  even  reading  skills. 

CAI  might  well  be  the  answer.  After  all,  learn- 
ing should  be  exciting  and  challenging.  When 
combined  with  sound  and  animation,  many  learn- 
ing programs  are  indistinguishable  from  games. 
Nearly  every  month,  COMPUTE!  publishes  a  CAI 
game  or  program.  "Crosswords,"  in  this  issue, 
will  construct  crossword  puzzles  which  can  build 
vocabulary  or  teach  spelling.  Last  month,  there 
was  "Math  Fun."  And  as  games  themselves  be- 
come more  sophisticated,  the  "hidden"  lessons 
within  them  will  become  more  effective.  Much 
remains  to  be  discovered  about  CAI  technique, 
but  it  seems  quite  possible  that,  via  computers, 
math  (and  all  the  other  subjects)  can  become  fun 
for  the  average  student. 

Home  Applications 

This  is  a  catch-all  category.  Growing  out  of  hobbies 

32    COMftni!    May  1983 


or  special  needs,  these  programs  perform  a  per- 
sonal service  such  as  keeping  track  of  the  birds  a 
birdwatcher  sees  or  the  stamps  a  collector  buys. 
Sometimes,  home  applications  are  just  scaled- 
down  versions  of  business  programs.  For  example, 
the  professional  advertiser's  mailing  list  program 
becomes,  in  the  home,  a  personal  Christmas/ 
birthday  card  manager.  It  will  not  only  address  the 
envelopes;  it  can  remind  you  when  to  mail  the  cards. 
Other  examples  include  personal  inventory  pro- 
grams (record,  book,  coin  collections,  etc.)  or  per- 
sonal analysis  (biorhythms,  nutritional  planning, 
scheduling,  computerized  bowling  league 
scorekeeping,  and  so  forth). 

Big  business  and  government  have  had  years 
to  computerize  themselves.  Some  estimates 
suggest  that  computers  do  as  much  as  80  percent 
of  the  work  in  areas  such  as  national  defense. 
Home  computerization  is  in  its  infancy,  but  the 
future  seems  to  promise  increasing  use  of  "intelli- 
gent" appliances,  information  services,  even  robot 
vacuum  cleaners.  To  all  of  us  who  try,  with  more 
or  less  difficulty,  to  keep  our  home  and  personal 
affairs  in  order,  the  offer  of  smart-machine 
domestic  services  can  only  be  viewed  as  a  major 
blessing. 

Descending  Luxury:  Accountants  For 
Everyone 

Personal  budgeting,  retirement  planning,  invest- 
ment analysis,  and  tax  preparation  are  among  the 
currently  popular  applications  of  computers  in 
home  accounting.  Most  of  us  don't  face  financial 
decisions  of  sufficient  complexity  to  require  the 
services  of  a  human  accountant.  On  the  other 
hand,  most  of  us  could  use  some  help  with  our 
money  management.  Getting  this  help  from  our 
home  computer  is  yet  another  example  of  what 
could  be  called  dcscoidijig  luxunj. 

To  define  that  idea,  let's  look  at  another  ex- 
ample: movies.  When  I  was  in  college,  we'd  hear 
about  the  movie  that  the  President  or  a  Hollywood 
star  had  shown  guests  the  night  before.  It  seemed 
an  extraordinary  luxury  to  be  able  to  watch  a  movie 
in  your  own  house.  Indeed,  such  freedom  was 
only  available  to  the  very  wealthy.  Now  home 
video  equipment  is  making  home  theaters  in- 
creasingly available  to  everyone.  In  a  few  years, 
the  technology  of  high  resolution,  large-screen 
TV  should  be  affordable  everywhere.  Another 
luxury  has  descended.  @ 


COMPUTE} 

^^BUCATrOWS 


Our  newest  magazine,  COMPUTE!' s  Gazette  for  Commodore,  is  written  for 
the  beginning  consumer  of  personal  computing.  Each  monthly  issue  will  bring 
you  interesting  features,  exciting  news,  intriguing  new  products,  and  more. 

You'll  find  software  news,  best  seller  rankings  in  the  recreational  and  educa- 
tional areas,  and  interviews,  overviews,  and  industry  views. 

Tutorials  for  beginners,  advanced  games  for  non-programmers,  and  intro- 
ductory help  for  fledgling  computer  users. 

And  best  of  all  you'll  still  find  COMPUTE!,  our  monthly  resource  and  appli- 
cations magazine  for  intermediate  and  advanced  users. 

COMPUTE.' '5  Gazette  for  Commodore  and  COMPUTE!.  We  won't  out- 
grow you. . .  we'll  grow  with  you. 

Use  the  attached  post  card  or  call  Toll  Free  800-334-0868  today  to  reserve 
your  premiere  issue  of  COMPUTE/ 's  Gazette  for  Commodore. 

12  monthly  issues,  Charter  Subscription  Price  $15  US,  $20  US  in  Canada, 
elsewhere,  Air  Mail,  $45  US. 


Other  than  as  an  independent  supplier  of  quahry  pniducts  regarding 
the  Commodore  personal  computer  systems,  COMPUTE!  Publications 
is  in  no  way  associated  with  Commodore  Business  Machines,  Inc. 


Commodore,  VlC-20.  and  Gimmndore  64  are  trademarks  of 
Commodore  Business  Machtnes,  Inc.,  and'or  Commodore 
Electronics  Limited. 


Jumping  Jack 


Paul  Burger 


Jumping  Jack,  for  the  unexpanded  VIC,  Atari  400/800, 
Couwiodorc  64,  and  TI-99/4A  is  a  challenging  game 
that  makes  full  use  of  your  computer's  color  and  sound 
capabilities.  Each  game  cart  be  played  through  several 
levels.  The  Atari  version  has  iiine  skill  levels.  This  is  a 
ganw  that  can  be  enjoyed  /n/  all  age  groups. 


Jack  is  running  across  platforms  and  climbing 
down  ladders  to  get  to  the  bottom  of  the  screen. 
Sounds  easy  enough,  right? 

There's  just  one  problem:  these  platforms 
are  not  very  sturdy  at  all,  and  at  any  time  they 
can  collapse  in  certain  places.  You  must  be  ready 
to  press  the  space  bar  causing  Jack  to  jump.  If 
your  timing  is  right,  Jack  will  clear  the  hole  and 
land  safely  on  his  feet.  If  not.  Jack  will  fall  into  the 
collapsed  section  of  the  platform. 

If  you  are  not  quite  quick  enough  on  the  space 
bar,  you  still  have  a  chance  to  clear  the  hole.  Here's 
how:  If  the  space  bar  is  pressed  immediately  after 
Jack  gets  over  the  hole,  you  can  make  a  saving 
jump.  However,  Jack  must  be  over  the  hole  while 
in  the  air  to  get  points  for  jumping  the  hole,  so  no 
points  are  scored  for  using  a  saving  jump  to  get 
over  a  hole.  This  method  can  also  be  used  to  jump 
two  holes  in  a  row.  Simply  make  a  saving  jump 
as  described  above  for  the  first  hole,  and  Jack  will 
fly  over  the  second  hole  (this  scores  points  only 
for  the  second  hole,  however.) 

Program  1:  vic-20  version 

0  M=3:T=150:D=5;X=25;P=61:POKE5  5,160:POK 

E56 , 29 : 5=36876 : POKE36878 , 15  t GOTOl 
0012 

1  C=27 : F%=5 : FORI=7680TO8ia5 : POKEI , 59 :NEX 

T 

2  FORI=7702TO7723:POKEI,53:NEXT:FORI=7ei 

2TO7833:POKEI,53:NEXT:FORI=7900TO 
7921: POKEI, 53 :NEXT 

3  POKE36a79,C:FORI=8032TO8053 :POKEI,53:N 

EXT :FORI=8142TOB163: POKEI, 53 :NEXT 

4  FORI=38400TO38884+2 I : POKEI , 4 : NEXT 

5  FORI=3848aTO38510+21 : POKEI , F% :NEXT 

6  FORI=3a576T038598+21 sPOKEI , F% :NEXT 

7  FORI=38708TO38730+21 :POKEI , F% :NEXT 

8  FORI =388 iaTO38840+21; POKEI, F%: NEXT :G0S 

UB10020  :  FORI  =  1TO1000  -.NEXT 

9  1=7790 

10  IFI/2=INT( l/2 )THENP0KEI-1 , 59 :GOSUB110 

11  IFI/2=INT( 1/2 )THENPOKEI, 55 : FORJ=lTOT :N 

EXT s GOTO 14 

34     COMPUni     Mo/ 1083 


1 3  POKEI -1 , 59 : POKEI , 56 : FORJ=lTOT : NEXT : B=7 

812:GOSUB510 

14  IFPEEK{l97)  =  32THEbJGOSUB20 

15  IFPEEK{I+22)=54THENPOKEI,59:GOTO30 

16  IFPEEK(I+22)=60THEN500 

17  1=1+1 : IFI> 781 1THEHI=7790:POKE781 1,59 

18  GOTO10 

20  I=I-21:POKEI+21,59 

21  IFPEEK( 1+22 )<>590RPEEK( 1+44 )<>53THENSC 

=SC+X:POKEI-22,P:GOSUB112:POKEI-2 
2,59 

23  POKEI, 55:FORJ=lTOT:NEXT:I=I+23: IFI>781 

1THENI=7790:POKE7811,59 

24  POKE77B9,59:POKE7790,59 

2 5  FORJ=1TOT : NEXT : POKEI-2 3 , 59 : POKEI , 5 5 : RE 

TURN 

30  1=7898 

31  IFI/2=INT(I/2)THENPOKEI+I,59:GOSUB1I0 

3  2  IFI/2=INT(I/2)THENPOKEI,58:FORJ=1TOT:N 

EXT -.GOTO  3  4 
3  3  POKEI+1 , 59 : POKEI , 57 :F0RJ=1T0T: NEXT: B=7 

900:GOSUB510 
34  IFPEEK(197)=32THENGOSUB40 

3  5  IFPEEK(I+2  2)=54THENPOKEI,59:GOTO50 

36  IFPEEK{I+22)=60THEN500 

37  1=1-1 :IPI<7878THENI=7898:POKE7878, 59 

38  G0T031 

40  I=I-23:POKEI+23,59 

41  IFPEEK(l+22) <> 590RPEEK(l+44) <>53THENSC 

=SC+X:POKEI-2  2,P:GOSUBll2:POKEI-2 
2,59 

4  3  POKEI, 58 :F0RJ=1 TOT: NEXT: 1=1+21 :IFI<787 

8THENI=7898 :POKE787B , 59 
44  POKE7856,59:POKE7855,59 

4  5  F0RJ=1T0T : NEXT :P0KEI-2 1,59: POKEI, 58: RE 

TURN 

50  1=8010 

51  IFI/2=INT(i/2)THENPOKEI-1,59:GOSUB110 

5  2  IFl/2=INT(l/2)THENPOKEI,55:FORJ=ITOT:M 

EXT:GOT054 
5  3  POKEI-1 ,  59  :  POKEI ,  56  :  F0RJ=1T0T :  NEXT  :  B^^S 

032:GOSUB510 
54  IFPEEK(197)=32THENGOSUB60 
5  5  IFPEEK(I+22)=54THENPOKEI,59:GOTO70 
56  IPPEEK{I+22)=60THEN500 

5  7  1  =  1+1 :IPI>8031THENI=8010;POKEa031  ,59 
58  G0T051 

60  I=I~21:POKEI+21,59:IFPEEKCi)<>59THENSC 

=SC+300 

61  IFPEEK(I+22)<>590RPEEK(I+44)<>53THENSC 

=  SC+X:P0KEI-22,P:G0SUBU2:P0KEI-2 
2,59 

6  3    POKEI, 55 :F0RJ=1T0T:NEXT: 1=1+23 :IFI> 803 

1THENI=8010:POKE8031,59 
64    POKE8009,59:POKE8010,59 
6  5    F0RJ=1T0T : NEXT : POKEI- 23 , 59 : POKEI , 55 : RE 

TURN 

70  I=ai40 

71  IFI/2=INT(I/2)THENP0KEI+1, 59:GOSUB110 

72  IFI/2=INT(i/2)THENPOKEI, 58 : F0RJ=1T0T : N 

EXT:G0T074 


No  one,  not  even  the  author,  has 
ever  achieved  the  last  Gridrunner.  It 
is  an  extremely  fast-paced  arcade- 
quality  game  designed  to  test  your 
coolness  under  fire  and  challenge 
your  reflexes. 


As  the  pilot  of  the  Gridrunner,  a 
combat  ship,  you  must  annihilate 
the  various  enemies  traveling 
along  the  "Grid."  l-ligh  scores  are 
possible  only  through  the  mastery 
of  the  patterns  of  the  X/Y  Zappers 
and  the  Gridsearch  Droids  which, 
when  destroyed,  mutate  into 
potentially  lethal  Pods. 

Gridrunner  has  32  levels  of  diffi- 
culty (20  levels  in 
the  VIC  20  ver- 
sion}. To  this 
date,  the  13th 
level  has  been 
the  highest 
achieved. 


Gridrunner 
is  available 
for  VIC  20, 
Commodore 
64  and  Atari 
400/800. 
Can  you  beat 
Gridrunner? 
See  your  local 
computer  or 
games  dealer 
and  find  out. 


Human  Engineered  Software 
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Brisbane,  CA  94005 


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AM.r6r^:iHrw;v.ir-.^.  •■••■■■  ..MiaB^BlBaF"**^***' ' 


"^rsn^rsa 


J'JijaiiSiaijLfei: 


r^acU  «»t  IM  a*Twi  tabr  rici  lU^ 


ii'-iS  MSis.'hsa'aaftS!^'"-""-^ 


"iKi»'i"'WII"'Wli'«iiiiii'i""'lilW'ir' 


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software 
package! 

VIDEO  PAK  80 
for  Commodore  64.  Move  up  to  the  industry- 
standard  80-column  format,  and  you'U  wonder 
how  you  ever  did  without  it!  Use  software  control 
to  go  from  40  to  80  characters  in  monochrome— 
and  back  to  40  characters  in  color.  With  VIDEO 
PAK  80,  you  can  take  fuU  advantage  of  the 


'11 


:'miti 


^ 


terminal  emulator  mode  and 
screen  print  feature  with  software 
we  include.  And  this  is  a  great  package 
for  word  processing—  particularly  with 
our  free  WORD  MANAGER  software. 

Z-80  VIDEO  PAK  brings  complete  CP/M '  com- 
patibility to  your  64.  This  exciting  peripheral 
gives  you  all  the  VIDEO  PAK  80  features 
described  above— plus!  You  see,  our  built-in 
microprocessor  and  software  give  you  CP/M  com- 
patibuity  for  any  of  the  many  programs  format- 
ted for  the  Commodore  1541*  Disk  Drive.  The 
possibilities  are  truly  awesome!  And  the  WORD 
MANAGER  software  is  free  with  your  purchase. 
VIDEO  CABLE  completes  the  installation. 
It's  the  easy  way  to  connect  your  VIC  20  or 
Commodore  64  monitor  to  VIDEO  PAK.  And 
a  must  for  80-column  use. 


PRINTER  INTERFACE  in  serial.  Here's  the 
perfect  connection  for  your  VIC  20  or 
Commodore  64.  With  our  interface,  you  just  plug 
in  and  go.  We  have  a  simple,  yet  sophisticated 
interface  that  offers  flexible,  continuous 
monitoring  of  data  transfer  functions— and  virtu- 
ally troubleshoots  its  own  easy  installation. 

EXPANSION  CHASSIS  lets  you  use  4  car- 
tridges at  once.  Run  a  series  of  compatible  mem- 
ory, software  or  game  cartridges  of  any  make  on 
your  VIC  20.  Anything  with  the  standard  22-pin 
edge  connector.  A  built-in  500ma  fuse  protects 
yoiu"  power  supply. 

MEMORY  CARTRIDGE 
boosts  VIC  20  brain- 
power to  20K.  This 

super-reliable  cartridge 
features  the  finest  quality 
components,  housed  in  a 
rugged  plastic  case. 

Check  out  our  AWESOME  peripherals.  Ask  your 
dealer  for  a  first-hand  look  at  our  extensive  capa- 
bilities, high  quality,  and  reasonable  prices.  Or 
send  for  a  current  catalog  and  price  list. 
DATA  20  CORPORATION,  23011  Moulton 
Parkway,  Suite  BIO,  Laguna  Hills,  CA  92653. 

Commodore  64,  Commodore  1541,  and  VIC  20  are  registered  trade- 
marks of  Commodore  Electronics,  Ltd, 
CP/M  is  a  registered  trademark  of  Digital  Research,  Inc. 


DMA 

CORPOHATtO  Mi^ 

Price/Performance  Peripherals 

NOW  WITH  FREE  SOFTWARE! 


7  3  POKEI+1 , 59 : POKEI , 57 : FORJ=lTOT : NEXT : B=8 

142:GOSUB510 
74  IFPEEK(197)=32THENGOSUB80 
7  5  IFPEEK(l  +  22)=54THENfPOKEI,59:GOTO100 
76  IFPEEK(I+22)=60THEN500 

7  7  I=r-1:IFI<8120THENI=8140:POKE8120, 59 
78  G0T071 

80  I=I-23:POKEI+23,59 

81  IFPEEK{l+22)<>590RPEEK{l+44) <>5  3THENSC 

=SC+X:POKEI-22,P:GOSUB112:POKEI-2 
2,59 

8  3  POKEI, 58 :F0RJ=1T0T:NEXT: 1=1+21 :IFI<812 

0THENI=8140:POKE8120, 59 
84  POKE8098, 59:POKEB097,  59 
8  5  FORJ=1TOT:NEXT: P0KEI-2I, 59 : POKEI , 58 : RE 

TURN 

100  P=P+1 :IPP=64THENP=61 

101  D=D-l:T=T-50 

102  X=X+5 0 : 1 FX> 1 2 5THENX=25 : D=8 : T=l 50 : C=27 : 
F%  =  5 

103  IFX=75THENC=232:F%=0 

104  IFX=125THENC=8:F%=7 

105  GOT02 

110  POKES , 140 : FORY=1TO10 : NEXT : POKES , 0 : RETU 
RN 

111  POKES+l, 190: FORY=1TO2  5:NEXT:POKES+1,0: 
RETURN 

112  FORO=lTOl5: POKES, 200+0 :NEXTO:POKES,0:R 
ETURN 

113  FORO=20TO0STEP-1:POKES, 230+0 :F0RY=1T02 
5 : NEXTY.O: POKES, 0: RETURN 

500  G0SUB1L3:M=M~1 : IFH=0THEN502 

501  P=61:X=2  5:D=6:C=27:T=150:F%=5:POKEI,5  9 
:G0T02 

502  POKE36869,240:PRI!SrTCHR$  (147  )  ?SPC(225); 
"GAME    OVERl ":PRINT:PRI«T"YOUR    SCO 

RE    WAS    ";SC 

503  PRINT :PRINT"PLAY  AGAIN?" 

504  K=PEEK(197) : IFK=32ORK=64THEN504 

505  IFK=11THENRUN 

506  END 

510  I FINT ( RND ( 1 ) *D ) + 1<  > ITHENRETURN 

511  L=INT(RND(1)*21 )+1 : IFL=20ORL=1THEN51 1 

512  POKEB+L,60:GOSUB111 :RETURN 
10000  DATA255, 129,66,66,36, 36, 24, 255 

10002  DATAG&, 120,66,66,66,126,66,66 

10003  DATA12,8,13,62,44,12,18,33 

10004  DATA24,16,24,24,24,16,16,24 

10005  DATA24,8,24,24,24,8,8,24 

10006  DATA24,8,88,62,26,24,36,66 

10007  DATA0, 0,0, 0,0, 0,0,0 

10008  DATA129,66,66,66,98,34,34,34 

10009  DATA27, 10,27, 17,27,0,0,0 

10010  DATA59, 10, 11,9, 11,0,0,0 

10011  DATA91,74,91,81,91,0,0,0 

10012  RESTORE : FORI=7592T07679 : READA: POKEI , 
A:   NEXT 

10015  POKE36869,255 

10016  GOTOl 

10020  FORI=7a32T07a98STEP22: POKEI, 54: NEXT; 
FORI=7901TO8011STEP22: POKEI, 54 :NEXT 

10021  FORI=305  2TOei40STEP22: POKEI, 54: NEXT: 
FORI=38  5  52T0386I8STEP22 :POKEI ,6 :NEXT 

10022  FORI=3862IT038731STEP22:POKEI,6 :NEXT: 
FORI=387  72TO38860STEP22:POKEI,6:NEXT 

10023  P0KE8143 , 54 :POKE8165, 54 : POKE3a863 , 6 : 
POKE38885,6 : RETURN 


Program  2:  Atari  version 


RTHRI    JUMPING     JRC 


100     REM 

140     BRAPHICS     18:PDSITIQN     7,6:?     «&;"J 
CEMBI  [IB ":  POSITION    8,7;?    #6;"JEc(I!" 

38     COMPUre!     May  1983 


0,  "K" 

PEEK C 560) +256«PEEKC561 


D  1  12: P 

53770) : 

I : MEXT 

( 106) -e 

THEN  G 

*RND (0) 
SITION 


141  OPEN  #1,4, 

142  D  IFF=1  :  DL- 
) 

145  FOR  J=l  TO  10:FDR  1=100  T 

OKE  DL.IiPOKE  53274, PEEK ( 

SOUND  0,  I+J-100,  10, J : NEXT 
J 
150  SOUND  0, 0, 0, 0: CHSET= (PEEK 

)*256:IF  PEEK £CHSET+8> < >B 

OSUB  1080 
160  GRAPHICS  i7:SETCOLOR  4,16 

,12:P0KE  756, CHSET/256: PD 

6.23:?  «6;  "[H33ia^";DIFF 
162  IF  DIFF>1  THEN  170 
16S  POSITION  4,0:?  ^6-,"a3M3S. 

;:GET  # 1 , fl : SPEED= A-4a : I F 
OR  SPEED>9  THEN  165 

COLOR     32:PLOT     4,0:DRAU1TD 

DIR=l:HOLE=7+12S:LfiDDER=6 

sSETCDLDR  1 ,  1  5 , 6 : SETCOLOR 

PR  =  0 

FOR  1=2  TO  22  STEP  4 

COLOR  5+32:PLDT  0,I:DRAWT 

IF  I>20  THEN  270 

R=INT  (RND(0)  »14  +  4) 

I F  SEN  t R-PR)  <  >DIR 

COLOR  LADDER: PLOT 

-1-4 

PR  =  R 

DIR=-DIR 

NEXT  I 

COL  =  2 

RDW=  1 

CHAR=1 

OLDCOL=l 

OLDROW=l 

DIR=1 

COLOR  32: 

IF  RND ( 0) 


167 
1  70 

1  80 
190 
200 
210 
220 

2  30 
240 

250 
260 
270 
280 
290 
300 
310 
320 
340 
350 
360 
370 
380 
390 
400 
410 
420 

430 

440 

450 
460 
470 
480 
490 
500 
510 
520 
530 
540 
550 
560 

570 
580 
590 
600 
610 
620 
625 

630 
640 


1H9S" 
SPEED< 1 

19,0 
-H321-1  28 
3.4,6 


O  19,  I 


-hDIR 
THEN  ■?■:> 
R.I: DRA 


0 

WTO  R, I 


PLOT  OLDCOL, DLDROW 
>DIFF/10  THEN  430 

R=INT(4»RND(0))*4+6 

C=INT(RND(0)*19)-i-l 

LOCATE  C.R.A 

IF  A=LADDER  THEN  430 

COLOR  HOLE:PLOT  C,R 

0,  100,  12,8: FOR  W=l 
SOUND  0,0,0,0 
CHAR+2» (DIRC0) :PLOT 


SOUND 
EXT  W: 
COLOR 
U 
SOUND 


TO  10: N 
COL, RO 
0,0,0,S:FDR  W=l  TO  5:NEXT 


W:SOUND  0. 


0,0,0 
THEN  990 


COL<20  THEN 


CHECK 


540 


IF  ROW>20 

OLDCOL=COL 

OLDRQW=ROW 

COL  =  COL-f-DIR 

IF  CaL>0  AND 

CDL=COL-DIR 

ROW=ROW+4 

DIR=-DIR 

GOTO  350 

LOCATE  COL,ROW-H 

ST=PEEK (764) 

IF  ST<255  THEN  POKE  764, 

640 
IF  CHECK=HOLE  THEN  770 
IF  CHECKOLADDER  THEN  610 
DIR=-DIR 
R0W=R0W-H4 
CHAR=3-CHAR 
SCORE  =  SCORE-H0.  5 

FOR  SLOW=i  TO   (9-SPEED) t 10: NEXT 
SLOW 

GOTO  350 
IF  CHECKOHOLE  THEN  1030 


?55:  GOTO 


For  Heroes  Only! 


1 


Type  Attack 


The  planet  Lexicon  is 

under  atlack!  Letlers  o1 

the  alphabet  are  falling 

from  the  sky.  To  repel 

Ihem.  you  must  be  able  to 

type  the  letlers  faster  than 

they  can  fall.  Be  qjick! 

An  entire  civilization  is 

depending  on  your  skill. 

Avail,  or  disis  for  the  Apple  II. 

11+  or  lie  and  Atari  600  or 

1200,  IBM-PC  and 

Commodore  64  and  an 

cartridge  lor  the  VIC-20. 


Blade  of 
Blackpoole 

step  back  in  lime  and  join 
the  search  for  the  magical 
sword  of  Myraglym.  Travel 
cautiously  on  your  journey 
for  you  will  encounter 
dangerous  serpents, 
spine-chilling  evils  and 
carnivorous  plants  that 
crave  human  flesh! 

Avail,  on  disk  lor  Ihe  Apple  II, 
II  r  or  lie  and  Alan  BOO  or 
1200  and  Commodora  64. 


lUS" 


Twerps 


The  troldest  space  rescue 
ever!  Defenseless  Twerps 
are  stranded  on  an  aste- 
roid, You,  Captain  Twerp, 
are  to  board  a  Twerp- 
craft,  blast  through  the 
Orbiters,  land  safely  and 
rescue  your  comrades. 
Beware  of  the  Glingas 
and  Twerp-eating 
Gleepnites! 

Avail,  on  disl^  lor  the  Apple  !l, 
11+  or  lie  and  Alan  800  or  1200. 


Pure  Video  Excitement! 

For  Your  Atari  800  or  1200,  Apple  II,  II  +  or  lie, 
Commodore  64,  VIC-20  and  IBM-PC 


Sirius,  Twerps,  Blade  of  Blackpoole.  Type  Attack  and  Critical  Mass  are  trademarks  of 
Sirius  Software,  Inc.,  10364  Rockingham  Drive,  Sacramento.  CA  95827  (916)  366-1195. 
AH  figfits  reserved.  Apple  11.11  >  and  tie  are  trademarks  ol  Apple  Computer,  hc. 
Alari  aOO  and  1200  are  trademarks  ol  Atari.  Inc.  VIC-20  and  Commodore  64 
are  trademarks  of  Commodore  Business  Machines,  Inc.  IBM-PC  is  a 
trademark  of  International  Business  Machines,  Inc, 


Critical  Mass 

On  Jan,  1st  at  10:00  am, 
the  U,N-  received  this 
message:  "Good  h/lorning, 
in  exactly  9  days,  the 
world's  5  largest  cities  virill 
be  destroyed  by  thermal 
nuclear  weapons, "  At 
10:03  am,  you  received 
this  assignment:  STOP 
,  .  .  THIS  .  .  .  LUNATIC! 

Avail,  on  disk  lor  Ihe  Apple  II, 

I  or  Ite  and  Atari  800  or 
1200  and  Commodore  64, 


650  COLOR  32;PL0T  OL DCOL , DL DRD W 

660  COLOR  1+2* < D IR<0) : PLOT  COL,RDW-i 

670  FOR  W=:50  TO  0  STEP  -1:S0UND  0,W, 

10,8;SOUND  0, W+1 0, 10, 8: NEXT  W 
700  COLOR  9+32:PLOT  COL,ROW-l 
710  SCORE=SCORE+25 
720  FOR  W=15  TO  0     STEP  -l:SOUND  0.10 

,10,W:SOUND  1 , 20, 10, W: NEXT  U 
740  COLOR  32:PL0T  CaL,RQW-l 
750  COL=COL+DIR 
760  GOTO  490 
770  IF  PEEK (764) <255  THEN  POKE  764,2 

55:GDTO  640 
790  COLOR  32:PLaT  OLDCOL , OLDROW 
800  COLOR  10:PLOT  COL , ROW 
810  FOR  1=100  TO  2S0 
820  SOUND  0,1,10,8 
830  NEXT  I 

840  COLOR  32:PLOT  COL, ROW 
850  COLOR  136:PLOT  COL,ROW-»-l 
860  FOR  W=i5  TO  0  STEP  -0 . 5 : SOUND  0, 

W, 1 2, W: NEXT  W 
880  GRAPHICS  ISiSETCOLOR  4,1,12 
900  POSITION  2,4:'?  #6;"your  score  wa 

s:  "-.POSITION  9-LEN(STR«(INT(SC0R 

E)))/2,6:?  *6; INT (SCORE) 
910  POSITION  1,10:?  #  6  :  "  riJW:V^:TrT;tTna 

araia: "  -, 

920  K  =  PEEK  (764)  :  IF  K035  AND  K043  T 

HEN  920 
930  POKE  764,255 
950  IF  K=35  THEN  980 
960  SCORE=0: DIFF=1 
970  GOTO  160 
980  END 

990  DIFF=DIFF+1 : SPEED=SPEED+0. 5 
1000  SCORE=SCORE+50 
1020  GOTO  160 

1030  FOR  1=150  TO  140  STEP  -1 
1040  SOUND  0,1,10,4 
1050  NEXT  I 
1060  SCORE=SCORE-25 
1070  GOTO  580 

1080  CHSET= (PEEK ( 106) -8) *256: FOR  1=0 

TO  511:POKE  CHSET+ I , PEEK ( 57344 
■H  )  :  POKE  708-»-3*RND(0)  ,  PEEK  (537  7 
0) : NEXT  I 

1081  RESTORE  1085 

1082  READ  A: IF  n=-l  THEN  RETURN 

1083  FOR  J=0  TO  7:READ  B:POKE  CHSET+ 
A*e+J,B:POKE  70S+3*RND ( 0 ) , PEEK ( 
53770) : NEXT  J 

1084  GOTO  1082 

1085  DATA  1,8,20,24,80,62,24,20,34 

1086  DATA  2,8,20,24,18,124,152,36,72 

1087  DATA  3,16,40,24,8,124,26,40,68 

1088  DATA  4,16,40,24,72,62,25,36,18 

1089  DATA  5,255,66,36,24,24,36,66,25 
5 

1090  DATA  6,126,66,126,66,126,66,126 
,  66 

1091  DATA  7,129,66,68,34,0,36,74,255 

1092  DATA  8,189,90,84,34,0,36,74,255 

1093  DATA  9,0,119,20,119,65,119,0,0 

1094  DATA  10,0,28,93,42,28,28,20,34 

1095  DATA  -1 


Program  3:  C64  version 


0  REM  JUMPING  JACK  FOR  64 

5  GOSUB30005PRINT"fCLEAR)",-"{ll  RIGHTIiN 

ITIALIZING" 
10  M=3:T=10:D=5:X=2  5:P=61 : POKE5  5 , 16 :P0KE5 

6 , 64 : S=54272 :P0KES3281 , 1 :GOTO970 


20  C=7 : F%=5 : FORI=1024TO2041 : POKEI , 59 : MEXT 

30  POKE53280,C:FORI=1064TO1103: POKEI, 53 :N 
EXT : FORI=1264TO1303 : POKEI , 53 : NEXT 

33  FORI=1424TOl463:POKEI, 53:NEXT:POKE1425 

, 54:POKE1702,54:POKE1865,54 
40  FORI=1664TO1703: POKEI, 53: NEXT :FORI=186 

4TO1903: POKEI, 53:NEXT 
50  FORI=55296T056176+39:POKEI,4:NEXT 
60  F0RI=55456TO55496+39:P0KEI,F% ;NEXT 
70  FORI=5  5616T055655+39: POKEI, F%: NEXT 
80  FORI=55356T055896+39 : POKEI , F% :NEXT 
90  FORI=56056TO56096+39: POKEI, F%:NEXT:GOS 

UB1000 : FORI=1TOI000 :NEXT 
100  I=1224:POKE1302,54:POKE142  5,54:POKE170 

2,54:POKE1865,54 
110  IFl/2=INT(r/2)THENPOKEI-l,59:GOSUB7  20 
120  IFl/2=INT(l/2)THENPOKEI,55:FORJ=lTOT:N 

EXT:GOTO140 
130  POKEI-1, 59: POKEI, 56 : FORJ=lTOT : NEXT : B=l 

264:GOSUBa30 
140  IFPEEK(197)=60THENGOSUB190 
1 50  IFPEEK(l+40 )=54THENPOKEI , 59 :GOTO240 
160  IFPEEK(I+40)=60THEN760 

170  1=1+1 :IFI>1263THEHI=1224:POKE1263,59 
180  GOTO110 

190  I=I-39:POKEI+39,59 
200  IFPEEK(l+40) <>59ORPEEK(l+80) 053THENSC 

=SC+X;POKEI-40,P:GOSUB740:POKEI-4 

0,59 
210  POKEI, 55:P0RJ=1T0T:NEXT: 1=1+41: IFI>126 

3THENI=1224:POKEl263,59:POKE122  3, 

59 

220  POKE1403,59:POKE1404,59 

2  30  FORJ=lTOT:NEXT:POKEI-41 , 59 : POKEI , 55 : RE 

TURN 
240  1=1422 

2  50  IFl/2=INT(l/2)THENPOKEI+I,59:GOSUB720 
260  IFI/2=INT( I/2)THENPOKEI,58:FORJ=1TOT:N 

EXT:GOTO280 

2  70  POKEI+1, 59: POKEI, 57 :F0RJ=1T0T: NEXT :B=1 

424:GOSUB830 
280  IFPEEK(197 )=60THENGOSUB330 
290  IFPEEK(I+40)=54THENPOKEI,59:GOTO380 
300  IFPEEK(I+40)=60THEN760 

310  1=1-1 :IFI<1384THENI=1422:POKEl384,59 
320  GOTO250 

330  1=1-41 ;P0KEI+41, 59 
340  IFPEEK(l+40) <> 59ORPEEK(l+80 ) <>53THENSC 

=SC+X: POKEI- 40, P:GOSUB740:POKEI-4 

0,59 

3  50  POKEI, 58 :F0RJ=1T0T: NEXT: 1=1+39 :IFI< 138 

4THENI=142 2: POKEI 384, 59: POKEI 344, 
59 
360  POKE1344,59:POKE1343,59 

3  70  P0RJ=1T0T : NEXT ; POKEI-39 ,59: POKEI , 58 : RE 

TURN 
330  1=1624 

390  IFl/2=INT( l/2)THENPOKEI-l,59:GOSUB720 
400  IFl/2=INT( I/2)THENPOKEI,55:FORJ=1TOT:N 

EXT:GOTO420 
410  POKEI-1 , 59:P0KEI,56:F0RJ=1TQT:NEXT:B=1 

664:GOSUBB30 

4  20  IFPEEK(197)=60THENGOSUB470 

430  IFPEEK(I+40)=54THENPOKEI, 59:GOTO520 

440  IFPEEK(I+4O)=60THEN760 

4  50  1=1+1 :IFI>1663THENI=16  24:P0KE1663,59:P 

OKE1623,59 
460  GOTO390 
470  1=1-39: POKE I +3 9, 59:IFPEEK(l) <>59THENSC 

=SC+300 
480  IFPEEK(l+40) <>59ORPEEK(I+B0) 053THENSC 


'ID     COMPlni!    MOV  1983 


^ 


UN-EXPANDED 

OTHER  TITLES 
AVAILABLE  (NOW) 
$10.00 

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$12.00 

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lil^L,Uil.iiJii^Li^i..Liil.iL.l^i..iJil.Jdidii.iiiii.tJii.iL.lidH.iliil.tii.l^t..t. 


Defend  your  home  planet  from 
the  multi-colored  aliens  as  they 
peel  out  of  formation  and  mount 
a  ferocious  attack  upon  your 
base,  weaving  back  and  forth 
and  firing  their  own  deadly 
weapons.  This  program  uses 
full  color  high  resolution  gra- 
phics and  fantastic  sound  ef- 
fects. Written  entirely  in  ma- 
chine code  for  a  super  fast 
action  game.  Requires  the  un- 
expanded  VIC-20  computer  and 
cassette. 

$19.95 


jmwwmwTT'mwfT'mm 


VIC20 


Guide  the  Bunny  across  the 
crowded  highway,  dodging 
speeding  trucks  and  cars,  care- 
fully navigate  across  a  wide, 
swift  flowing,  piranha  infested 
river  to  the  safety  of  a  warren. 
Full  use  of  High  Resolution 
graphics.  For  the  un-expanded 
VIC-20  computer  with  cassette 
and  joystick. 

$19.95 


Three  games  in  one  package. 
Slalom,  Down  Hill  and  Giant 
Slalom.  Each  game  has  nine 
separate  skill  levels.  Full  high 
resolution  graphics  and  sound. 
For  the  un-expanded  VIC-20 
with  cassette. 

$19.95 


Mail  To:  STARTECH.  INC. 

13450  MaxellaG  185  -  Suite  200 
Marina  Del  Rey,  CA  90291 


DEALERS  CALL!                  Telephone: 
NAME 

213<823-864g 

ADDRESS 

CITY 

STATE 

ZIP 

PLEASE  SEND  ME: 

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=SC+X:POKEI-40, P :GOSUB740 ; POKEI-4 

0,59 
490  POKEI,55;FORJ=lTOT:aEXT: 1=1+41 : IFI > 166 

3THENI=1624:POKE1663, 59 
500  P0KE1641,59:P0KE;1624,59:P0KE1623,59 
510  FO[U=lTOT:NEXT:POKEI-41,59:POKEI, 55:RE 

TURN 
520  1=1862 

5  30  IFl/2=INT(l/2)THENPOKEI+l,59:GOSUB720 
540  IFl/2=INT(l/2)THENPOKEI, 58 : FORJ=1TOT : N 

EXT:GOTO560 
5  50  POKEI+1 ,59:POKEI,5  7 : F0RJ=1 TOT : NEXT : B=l 

a64:GOSUB830 
560  IFPEEK( 197 )=60THEHGOSUB610 

5  70  IPPEEK{I+40)=54THENPOKEI,59:GOTO660 
580  IFPEEK(I+40)=60THEN760 

590  I=I-1:IF1<1824THENI=1862:?0KE1B24,59 

600  GOTO530 

610  I=I-41:POKEI+41, 59 

6  20  IFPE£K{ 1+40 )<>590RPEEK( 1+80 )<>53THENSC 

=  SC+;<  :  POKEI-40  ,  P  :GOSUB7  40  :  POKEl-4 

0,59 
6  30  POKEI, 58 :F0RJ=1T0T: NEXT: 1=1+39 :IFI< 182 

4THENI=lB62:P0KEia24, 59 
640  POKEl784,59:POKE1783,59 

6  50  FORJ=lTOT: NEXT: POKEI- 39, 59 : POKEI , 58 : RE 

TURN 
660  P=P+1 :IFP=64THENP=61 
670  D=D-l:T=T-.l 
680  X=X+50':  IFK>125THENX=25;D=8:T=10:C=5:F'i 

=  5 
690  IFX=75THENC=0:F%=0 
700  IFX=125THENC=B: F%=7 
710  GOTO30 

7  20  POKES+4 ,\7: POKES  +  5 ,13  2: POKES+6 ,132: POK 

ES+24,6 
721  H0=2a:L0=49:POKES+i ,H0:POKES,L0:FORZ=1 

TO2O0 : NEXT : GOSUB2000 : RETURN 
740  POKES+24, 15: POKES+4, 17: POKES+5, 132: POK 

ES+6,132 
7  41  FORm  =  21T0126:POKES  +  l,Hl:LI  =  181:POKES, 

Ll: NEXT :GOSUB2000: RETURN 
7  60  POKES+24, 15 :P0KES+4, 17: POKES+5, 33 :POKE 

S+6,132:H2=233 
7  65  H2=H2-5:POKES+l,H2:L2=iai: POKES, L2 
7  66  POKEI , 58 : POKEI-40 , 59 : POKEI+5427  2 , 0:1=1 

+40:1FI<1983THEN76  5 
767  GOSUB2001 
7  69  M=M-1:IFM=0THEN780:POKES+1,H2:L2=181 :P 

OKES,L2:NEXT:GOSUB2001 
7  70  P=61 :X=2  5 :D=6 : C=27 :T=10 ! F%  =  5 : POKEI , 59 : 

GOTO30 

7  80    POKE53272,21:PRINTCHR$(147);SPC(205) ; " 

{09    RIGHTIGAME    OVERl": PRINT 
785    PRINT" {down} Ul    RIGHTJyOUR    SCORE    WAS"; 

sc 

790  PRINT:PRINT"{D0WN1 {13  RIGHTIpLAY  AGAIN 

?" 
800  K=PEEK(197) : IFK=60THEN800 
810  IFK=25THENPRINT" {CLEAR] " : RUN 
820  IFK=39THENPRINT" {clear] {10  DOWN1{08  RI 

RIGHT}GOODBYEi 1 "; : FORW=lTO500 :NEX 

T: PRINT" {clear} " : END 
825  GOTO800 

830  ifint(rnd(i)*d)+i<>ithenreturn 

840  L=INT{RND(1)*39)+1:IFL=20ORL=1THEN840 
850  POKEB+L,60;GOSUB720: RETURN 
860  DATA255,129,66,66,36,36,24,255 

8  70  DATA66, 126,66,66,66,126,66,66 
880  DATA12,B, 13,62,44, 12, 18, 33 
890  DATA24, 16,24,24,24, 16,16,24 
900  DATA24,8,24,24,24,8,a,24 

910  DATA24,8,88,62,26,24,36,66 


9  20  DAT A0, 0,0, 0,0, 0,0,0 
930  DATA129,66,66,66,98,34,34,34 
940  DATA27,10,27,17,27,0,0,0 
950  DATA59,10,11,9,11,0,0,0 
960  DATA91,74,91,81,91,0,0,0,0 

970  POKE53272, ( PEEK( 53272 )AND240 ) +12 

971  POKE56334,PEEK(56334)AND254 

972  POKEI, PEEKCI )AND251 

9  73  FORI=0TO511:POKEI+12288,PEEKCI+53248): 
NEXT 

974  POKEI, PEEK ( 1 )0R4 

975  POKE56334,PEEK(56334)ORl 

9  76  RESTORE: FORI =12 2 88+53*8X012288+64*8: RE 

ADA: POKEI, A: NEXT 
990  GOTO20 
1000  FORI=1302TO1422STEP40: POKEI, 54 :NEXT:FO 

RI=1425TOI62  5STEP40 : POKEI , 54 : NEXT 

1010  FORI=1702TO186  2STEP40: POKEI, 54: NEXT 
1015  FORI=5  5  5  74TO55694STEP40:POKEI,3:NEXT 
1020  FORI=55697TO55897STEP40:POKEI ,3:NEXT: F 

ORI=5  5974TO56134STEP40: POKEI, 3 : NE 

XT 
1030  POKEia65, 54:POKE190  5,54:POKE56137,  3:P0 

KE56177, 3: RETURN 
2000  POKES+4 , 0 : POKES+5 , 0 : POKES+6 , 0 : RETURN 

2  001  POKES+6, 15: POKES+4, 129: POKES+5 , 132 : POK 

ES+6,132 
2002  H3=10 :L3=143 :P0KES+1 , H3 ; POKES , L3 : FORT= 

1TO1000 : NEXT :GOSUB2000 : RETURN 
3000  PRINT" {clear} {02  D0WN]T0  GET  POINTS,  Y 

OU  MUST  JUMP  OVER  HOLES  SO  THAT  T 

HE  MAN  IS  AT  "; 
3002  PRIKT"THE  HIGHEST         POSITION  OVER  ■" 

THE  HOLE. " 
3010  PRINT" {02  D0WN]tHE  NUMBER  OF  POINTS  IN 

CREASES  WITH  THE  NUMBER  OF  SCREEN 

S  COMPLETED 
3020  PRINT" {02  down} 25  PTS  PER  HOLE  (1ST  SG 

REEN) " 
3025  PRINT"{02  D0WN}75  PTS  PER  HOLE  (2ND  SC 

REEN) " 
3030  PRINT"{02  D0WN}125  PTS  PER  HOLE  (3RD  S 

CRSEN) " 
3040  PRINT" {03  D0WN}T0  JUMP  PRESS  THE  SPACE 

BAR" 
3050  PRINT"PRESS  SPACE  BAR  TO  CONTINUE" 
3060  GR=PEEK(197)  ;  IFGRO60THEN3060 

3  070  RETURN 

Program  4:  ti-99/4A  version 

lOO  REM  TI  JUMPING  JACK 

110  DIFF=1 

120  RESTORE 

130  RANDOMIZE 

140  CALL  CLEAR 

150  SOSUB  1080 

160  PRINT  "LEVEL:  ■■;  DIFF 

170  DIR=1 

180  PR=0 

190  FOR  1=2  TO  22  STEP  4 

200  CALL  HCHAR ( I , 1 , 96, 32) 

210  IF  I >20  THEN  270 

220  R=INT <RND«26+4) +DIR 

230  IF   (SGN <R-PR) < >DIR) THEN  220 

240  CALL  VCHAR < I , R, 104. 4) 

250  PR=R 

260  DIR=-DIR 

270  NEXT  I 

280  CDL=2 

290  RDW=1 

30O  CHAR=1 12 

310  OLDCOL=l 

320  0LDR0W=1 


a2     COMPUTIl    Mavises 


330 
340 
3SO 
3iO 
370 
3BO 
390 
400 
410 
420 
430 

440 
450 
4iO 
470 
480 
490 
5  00 
510 
52  O 
530 
540 
550 
560 
S70 
5  BO 
590 
6O0 
610 
620 
630 
640 
650 
660 

670 
680 
690 
700 
710 
72  0 

730 
740 

7  50 
760 
770 
7SO 
790 

8  00 
8  It) 
820 
830 
840 
850 
860 
870 
BSO 
890 
900 

910 
920 
930 

940 
950 
960 
970 
980 
990 
lOOO 


0LDCHAR=32 

DrR=l 

CALL  HCHAR <OLDROW, OLDCDL, 32) 

IF  RND>DIFF/10  THEN  430 

R=INT (4»RND) 44+6 

C=INT (RND*32) +1 

CALL  GCHAR(R,C,A) 

IF  A=104  THEN  430 

CALL  HCHAR (R, C, 120) 

CALL  SOUND ( lOO, -1 ,4) 

CALL  HCHAR (ROW^ COL, CHAR-2* <DIR< 

O)  ) 

CALL  S0UND(-5, -7, 4) 

IF  R0W>20  THEN  990 

OLDCOL=COL 

OLDROW=ROW 

COL=CaL+DIR 

IF  f COL>0) * (C0L<33) THEN  540 

COL=COL-DIR 

ROW=RDW+4 

DIR=-DIR 

GOTO  350 

CALL  GCHAR<ROW+l , COL, CHECK) 

CALL  KEY<0,K',ST) 

IF  ST  THEN  640 

IF  CHECK=120  THEN  770 

IF  CHECK<>104  THEN  610 

DIR=-DIR 

R0W=R0W+4 

CHAR=225-CHAR 

SCORE=SCDRE+. 5 

BDTD  350 

IF  CHECK-;  >120  THEN  1030 

CALL  HCHAR (OLDROW.OLDCOL,  32) 

HCHAR<RGW-l,COL, 1122»iDIR 


CALL 
<  O  )  ) 
CALL 
CALL 
CALL 
CALL 


CDL, 12B) 


500, 1 , 510, 10, 52 


>0) 
COL, 32) 


SOUND (5, 250, 10) 

SOUND (5, 200, 10) 

SOUND (5, 300, 10) 

HCHAR  CROW-1 
SC0RE=SC0RE+25 
CALL  SOUND(-SOO. 
0,20) 

CALL  SOUND (1,110, 
CALL  HCHAR (ROW-1 
COL=COL+DIR 
GOTO  490 
CALL  KEY(0,K,ST) 
IF  ST  THEN  580 

CALL  HCHAR (OLDROW, OLDCOL, 32) 
CALL  HCHAR (ROW, COL, 1 16) 
FDR  1=1000  TO  1O20 
CALL  SOUND (-1,1,0) 
NEXT  I 

CALL  HCHAR (ROW, COL, 32) 
CALL  HCHAR (ROW+1 , COL, 121 ) 
CALL  SOUND (  1000, -2, 4.  1  10,  4) 
CALL  SOUND ( 1 , 1 lO, 1 ) 
CALL  CLEAR 
CALL  SCREEN(12> 
PRINT  "YOUR  SCORE  WAS :  " ;  I  NT ( SCO 


RE) 

PRINT  : "PLAY  A6A1N?   (Y/N): 
CALL  KEY (3, K . ST) 
IF  (K<  >ASC  < " Y")  )  t  (K<  > 
HEN  920 
PRINT  CHR*(K) 
IF  K  =  ASC  (  "N" )  THEN  980 
SCORE=:0 
GOTO  1  10 
END 

DIFF=DIFF+1 
SC0RE=SCQRE+5  0 


ASC (  "N" )  )  T 


1010 
1020 
1O30 
1040 
105  0 
1060 
1070 
1080 

1090 
1  100 
1110 
1  120 
1  130 
1  140 
1  150 
1  160 
1  170 
1  180 
1  190 
1200 
1210 
1220 
1230 
1240 
1250 
1260 
1270 
1280 
1290 
1300 
1310 


CALL  CLEAR 
GOTO  160 
FOR  1=150  T 
CALL  SOUND ( 
NEXT  I 
SCORE=SCORE 
GOTO  5BO 
REM  INITITI 
ERS 

READ  A 
IF  A=-l  THE 
READ  A* 

CHAR (A 

109  0 

96, FF4 

104, 7E 

112 

1  13 

1  14 

115 

116, 00 

120, 81 

121 

128 

-1 

TO 


CALL 

GOTO 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

FOR  1=9 

READ  A 

CALL 

NEXT 

DATA 

CALL 


O  140  STEP  -1 
-1,1,1} 

-25 

ALIZE  GAME,  CHARACT 

N  1250 
A«) 


10 
10 
lO 
1  o 


BD 
OO 


224 

427 
283 
283 
2B1 
281 
1C5 
814 
BD5 
771 

13 


1818 
E427 
0247 
0A27 
8483 
84A3 
D2A1 

'->'->•-*•-> 

A222 
4774 


2442FF 

E427E42 

BBS2442 

C782448 

C3A4Ba4 

C3C4B24 

ClCi422 

42400C3 

42400C3 

177OOO0 


COLOR ( 
I 

6,4,14 
SCREEN 


I , A,  1  ) 

, lO, 12 
(16) 


RETURN 


@ 


COMPUTER  /BASF 

-DPS 


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Moyl983     COMPUret    43 


Atari's  New 

Add-On  Computer 

For  VCS  2600 

Game  Machine 


Tom  R,  Halfhill,  Features  Editor 


A  new  add-on  keyboard  unit  from 
Atari  will  turn  the  zvorid's  most 
popular  video  game  machine 
into  a  home  computer  -  for 
under  $90. 


Atari's  announcement 

of  a  plug-in  computer 

keyboard  for  the  VCS 

2600  game  machine 

adds  yet  another 

contender  to  the  growing 

field  of  sub-  SlOO  home 

computers.  But  more  than  that,  this 

may  well  be  a  move  to  capture  the  huge 

number  of  VCS  owners  who  are  considered 

prime  candiciates  to  buy  a  home  computer. 

Smce  1977,  when  the  VCS  {Video  Computer 
System)  was  first  introduced,  more  than  ten  mil- 
lion have  been  sold  -  far  more  than  any  other 
game  machine.  That  massive  "installed  base,"  as 
it's  called  by  marketing  people,  represents  a  luc- 
rative market  for  the  new  computer  keyboard. 
What's  more,  by  announcing  the  product  so  far  in 
advance  (the  keyboard  is  not  scheduled  for  de- 
livery until  September  1)  perhaps  Atari  hopes 
that  many  of  these  ten  million  potential  customers 
will  put  off  buying  a  competing  model  in  the 
meantime. 

My  First  Computer 

So  how  will  the  new  computer  stack  up  against 
the  competition?  Atari's  early  specifications 

iA     COMPUn'    Mov1983 


indicate  it  will  be  a  solid 

contender,  unless  new  computers 

introduced  this  summer  by 

competitors  radically 

change  the  under- 

SlOti  market. 

Atari's  official 
name  ior  the  key- 
board unit  is  "My 
First  Computer." 
Expected  to  retail 
for  under  $90,  My 
First  Computer  clamps 
onto  the  VCS  piggy- 
back-style, plugging 
into  the  game  machine's 
cartridge  slot.  No  other 
connections  are  needed. 
The  marriage  "^^^    is  more  or  less  permanent, 
since  the  VCS  can  still  be  used  as  a  game  machine 
bv  plugging  cartridges  into  an  expansion  slot  on 
the  side  of  the  computer. 

My  First  Computer's  keyboard  consists  of  56 
moving  rubber  keys,  arranged  typewriter-style 
(QWERTY).  Although  not  quite  a  full-stroke  type- 
writer keyboard,  the  partial-stroke  rubber  keys  cio 
have  a  better  feel  than  the  Atari  400's  flat  mem- 
brane keyboard.  The  rubber  keys  arc  very  similar 
to  those  found  on  several  other  low-end  home 
computers  recently  introduced  (see  "New  Home 
Computers  At  The  Winter  Consumer  Electronics 
Show,"  COMPUTE!,  March  1983). 

Standard  features  include  8K  of  Random  Ac- 
cess Memory  (RAM),  expandable  to  32K  RAM; 
16K  of  Read-Only  Memory  (ROM),  which  includes 


THE  GALAXY  AWAITS  YOUR  COMMAND. 


&m 


When  SSI  introduced  THE  COSMIC  BALANCE';  it  was  hailed  as  one  of  the  finest  tactical 
space  3ame  ever  made:  It  not  only  save  you  starship  combat  that  was  fun,  fast  and  furious,  it 
also  let  you  desisn-your  ships,  you  became  both  starfleet  commander  anci  starship  architect. 
.  Now  we  are  proud  to  present  its  strategic-level  sequel  -  THE  COSMIC  BALANCE  II";  It 
allows  all  'you  aspiring  Galacbc  Emperors  out  there  to  plot  the  srowth  of  your  Space  kinsdorp 
-  from  a  fiew,  paltry  planets  to  the  entire  Galaxy!  Vou  discover  and  coloniee  planets,  establish 
commerce  nets,  organize  production  of  necessities,  and  send  starships  out  on  missions.  There 
are  .five  scenar-ios  prepared  for  you,  but  you  aro.  free  to  create  your  own. 

No  matter  how  you  play  it,  THE  COSMIC  BALANCE  IP  is  a  game  of  interstellar  conquest. 
And  the  only  way  you're  going  to  enlarge  your  share  of  the  cosmic  pie  is  to  win  -starship 
battles  against  your  opponent  (which  can  be  a  human  or  the  computer). 

When  actual  combat  occurs,  you  can  let  the  computer  resolve  it  instantly.  Or  you  can  slug 
it  out  in  all  itst>la2ing  glory  by  using  TME  COSMIC  BALANCE"  The  battle  outcome  can  then  toe 
incorporated  Jnto  the  strategic  game.  .         .  '  ' 

Space  rnay  be  what  these  games  are  all  about,  but  there  isn't  enough-of  it  here  to 
adequately  describe  them,.-  But  why  read  when  the  Universe  beckons?  Plot  a  course  to  the 
nearest  computer/game  store  and  get  these  games  tc^Jay!  You  have  a'dcstiny  to  fulfill  -  a 
destiny  that  lies  out  there  among  the  stars,     .  '         '  ■"  . 


^ 


c^ 


nf 


on  DISC  FOR 
THE  APPLE® 
AND  ATARI®. 

THE  COSMIC  BALANCE  & 
THE  COSMIC  BALANCE  II 

.  (S39.95-  each)  are  on 
-48K  diskette  for  the 
Apple  11+  or  Apple  II 
with  Applesoft  ROM  ■ 
Card.  Also  on  48K"  disk 
for  the  Atari  -iOC'SOO. 


Apple >s  a  registered  trademark  of  Appie  Compuier,  lac. 


^  GAMES  FROM  SSI  A:..' :so ■cgistcredtradctDaiJcof Atafi Inc. 

'enient  stores  n'earyou,  vrSAand  MASTERCARD .  To  order  by  mail,  send  your  check  tO:  Strategic  Simulations  Inc. 

ect  by  calling  800-227-1 61 7,,x335  (toll  free).        465  Fairchild  Drive,  Suite  108,  Mountain  Vsew,  CA  94043,  California 
772-3545, .x335.  'residents,  add  6 ',-5%  sales  tax,  • 

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In  Californid.  call  800-772-3545, .x335. 


an  8K  BASIC  programming  language;  upper-  and 
lowercase  characters;  a  16-color  display,  with  eight 
luminances  (shades)  per  color,  for  a  total  of  128 
hues;  screen  format  of  32  columns  by  24  rows; 
maximum  graphics  resolution  of  192  by  160  pixels 
(screen  dots);  two  sound  generators;  a  built-in 
interface  for  storing  programs  on  any  standard 
cassette  recorder;  and  an  expansion  slot  for  plug- 
ging in  game  cartridges,  memory  expanders,  and 
peripherals. 

Microsoft  Strings 

The  new  computer's  Central  Processing  Unit- 
the  microprocessor  chip  that  is  the  central  brain 
of  a  microcomputer  -  is  the  widely  used  6502. 
This  chip  is  also  found  in  Atari's  existing  home 
computers,  the  400,  800,  and  1200XL,  as  well  as  in 
some  competitors.  However,  My  First  Computer 
will  not  be  software  or  hardware  compatible  with 
Atari's  other  computers.  The  8K  BASIC  in  the 
new  computer  will  be  a  cross  between  the  existing 
Atari  BASIC  and  the  more  generally  used  Micro- 
soft BASIC.  The  string-handling,  for  example, 
will  conform  more  closely  to  Microsoft  BASIC 
than  Atari  BASIC'S  nonstandard  approach.  Al- 
though design  work  on  the  BASIC  and  Operating 
System  is  not  finished,  one  of  Atari's  goals  is  to 
include  special  statements  for  graphics  and  sound 
in  the  language,  as  found  in  Atari  BASIC. 

Since  the  existing  Atari  peripherals  will  not 
work  with  My  First  Computer,  a  new  lino  of  low- 
cost  add-ons  is  being  planned.  This  will  include  a 
ptinter  and  some  type  of  fast  mass  storage  device, 
either  a  minifloppy  disk  drive  or  some  other  alter- 
native. Atari  is  not  ruling  out  the  possibility  of  a 
microfloppy  disk  drive  or  a  stringy  floppy  wafer- 
tape  drive,  because  it  wants  to  keep  the  cost  of 
the  peripherals  comparable  to  the  cost  of  the  com- 
puter. Atari's  current  disk  drive  for  its  400/800/ 
1200XL  models  retails  for  about  $500. 

"We  don't  see  a  lot  of  rationale  in  offering  a 
$500  add-on  for  a  base  unit  that  will  sell  for  under 
$90,"  savs  Bill  Simmeth,  project  manager  for  My 
First  Computer.  "Some  other  types  of  technologies 
look  attractive  to  us." 

Graphics 

Simmeth  said  it  is  still  too  early  to  say  if  My  First 
Computer  will  have  advanced  graphics  capabil- 
ities such  as  programmable  characters  and  player/ 
missile  graphics  (sprites).  But  he  did  say  that  it 
will  have  several  graphics  modes,  that  more  than 
two  voices  will  be  possible  through  programming, 
and  that  the  VCS's  chips  will  be  handling  some 
graphics  processing  to  relieve  the6502's  workload. 
"It  will  be  like  a  dual-processing  system,  similar 
to  the  [existing  Atari)  computers,  although  not 
exactly  alike.  People  will  not  be  buying  just  a  toy. 
They're  buying  quite  a  nice,  and  a  quite  compar- 

46     COMPUTf!     MoylflSa 


able,  real  computer." 

Atari  plans  to  introduce  about  20  cartridges 
for  My  First  Computer  when  it  is  delivered,  in- 
cluding a  new  line  of  enhanced  games  and  home 
application  programs.  Software  may  also  be  sold 
on  cassettes. 

Interestingly,  Atari  says  it  does  not  consider 
its  main  compehtion  for  the  new  computer  to  be 
the  similar  add-on  keyboards  for  competing  game 
machines,  the  $150  Mattel  Intellivision  and  $170 
Colecovision  attachments.  Instead,  Atari  is  aiming 
its  new  model  at  home  computers  such  as  the  $99 
Timex/Sinclair,  the  new  $99  Texas  Instruments  Tl- 
99/2,  and  the  Commodore  VlC-20,  which  may 
drop  below  $100  by  the  time  My  First  Computer 
is  ready.  To  complicate  this  low-end  market  still 
further,  later  this  year  Atari  may  introduce  a 
keyboard  attachment  for  its  newer,  more  ad- 
vanced game  machine,  the  3200.  However,  no 
details  of  this  project  are  being  released. 

Atari  also  says  My  First  Computer  will  not 
compete  with  its  own  Atari  400,  which  is  selling 
for  less  than  $200.  "My  First  Computer  is  the  mis- 
sing link  between  video  games  and  computers," 
says  Michelle  Simpson,  an  Atari  spokesperson. 
"We  don't  see  it  as  competing  with  our  own  com- 
puters. We  see  them  as  different  models,  like  the 
different  models  produced  by  a  car  company."  © 


ATARI*800^ 
OWNERS 

with  3 16K  Memory  Boards 


Question  #2: 

What's  the  most  efficient 
way  to  maintain  memory 
and  increase  your  options 
using  your  memory  slots? 

A.  Growth  hormones 

B.  Phone  home 

C.  The  Mosaic  Adapter 

D.  Scalpel 

E.  All  of  the  above 


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uiojj  sd!43  lAiva  am  „,>131cIVaV  DIVSOIV  3HJ,  ua/wsuy 


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knocking  you  into  the  next  galaxy 

Percom  Data  has  been  manulacturing  disk-drive  systems,  and  other  accessories 
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The  Percom  Data  AT-88  combines  Percom  Data  quality  and  reliability  at  a  price 
that  is  not  a  budget-buster 

The  Percom  Data  AT-88  offers  88  Kbytes  (formatted)  in  single-density  w/ilh  plug- 
in  ease  of  attachment  to  your  Atari.  The  AT-88  has  integral  power  supply  "no- 
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Take  advantage  of  this  low  introductory  price  of  S488  by  calling  Percom  Data  now 
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—  1-80O-527-1222 


■Mail  4aaaM  is  t  irsdcmark 


One  On  One 


Chris  York 


"One  Oil  0}>t'"  ;'s  ca^i/  to  Icani,  Iml  )tot  lytsi/  Io  nHifitcy. 
Written  ori;^iiialh/  for  the  Atari,  it  has  bcoi  trinislatcd  for 
VIC,  64,  and  Apple.  The  VIC  mid  64  versio)is  include 
tioo  skill  levels  and  a  sn^^gestioji  for  chnngiji^  the  object  of 
tliegauie. 


In  "One  On  One,"  two  players  go  head  to  head  in 
an  attempt  to  knock  down  the  wall  their  opponent 
is  protecting. 

The  Atari  version  can  be  plaved  with  joysticks, 
plugged  into  control  ports  one  and  two,  or  with 
paddles,  plugged  into  port  number  one.  In  the 
game,  player  one  tries  to  protect  the  wall  at  the  top 
of  the  screen,  and  player  two  cietends  the  wall  at 
the  bottom. 

The  player's  paddle  (horizontal  line  closest  to 
the  middle  section  ot'  the  screen)  is  used  to  intercept 
the  ball  before  it  hits  his  wall  and  destroys  a  section. 
When  the  ball  hits  either  player's  paddle,  it  bounces 
toward  the  opponent's  wall.  Hn  route,  the  flight  of 
the  ball  may  be  changed  or  impeded  by  barriers  or 
additional  sections  of  wall  which  sen^c  to  make  the 
game  faster  and  more  exciting. 

Eventually,  one  or  both  players  will  lose  enough 
wall  so  that  the  ball  can  go  through  it.  The  first  player 
to  get  the  ball  past  his  opponent's  wall  wins  the 
game  and  receives  an  appropriate  victory  message. 

One  On  One  is  easy  to  learn  and  challenging. 
You'll  keep  coming  back  to  play  it  again  and  again. 


Program  1:  Atari  version 


A  ninllkolorcd  clmyaclcr  mode  is  !i>cd  to  /ir;'\;/;/cj/  up  the 

screen  in  the  Atari  version  of  "One  on  One. "  (Other  versions 

similar.) 

46  coMPini!  Movi^sa 


100  SCREEN  =  PEEK  ( 38  >  +25&*PEEK  <a9)  :  GOT 

0  580 
110  REM  JOYSTICK  SUBROUTINE 
120  XOLD0=X0 
130  IF  STICK<0)=11  THEN  X 0= X 0-3 * S6N ( 

X0-2) 
140  IF  STICK<0)=7  THEN  X 0= X 0+ 3 t SGN < 3 

5-X0) 
150   IF  X0=XDLD0  THEN  170 
160  P0SITI0r4  XDLD0,  7:  PR  INT  " 

<;3  BPACES>" 
170  POSITION  X0,7:PRINT  PI* 
180  X0LD1=X1 
190     IF  STICK(1)=11  THEN  X1=X1-3*S6N( 

X  1-2) 
200  IF  STICK<1)=7  THEN  X 1 = X 1 +3 « SEN < 3 

5-X  1  ) 
210  IF  X1=XDLD1  THEN  230 
220  POSITION  XDLDl  ,  li: PR  INT  " 

iZ     SPACEB>" 
230  POSITION  X1.1A:PRINT  Pl$ 
240  RETURN 

2S0  REM  PADDLE  SUBROUTINE 
260  XOLD0=X0 

270  X0=3S-INT (PADDLE (0 ) /6. 75> 
280  IF  X0=XOLD0  THEN  300 
290  POSITION  XOLD0. 7: PRINT  " 

<3  SPACES!" 
300  POSITION  X0.  7 -.PRINT  PI* 
310  XOLDl=Xl 

320  X 1=35-INT  (PADDLE  (  1 )  /6. 75) 
330  IF  X1=XDLD1  THEN  350 
340  POSITION  XOLDl , 16: PRINT  " 

iz   spaces; " 

350  POSITION  X1,I6:PRINT  Pit 

360  RETURN 

370  POSITION  6,0;PRINT  "PRESS  SPACES 

AR  TO  START  GAME" 
330  POKE  764 , 255 

390  IF  PEEK (764) =33  THEN  4  10 
400  GOSUB  BLINE:GaTD  390 
4  10  POSITION  6,0:  FOR  X  =  i  TO  32: PR  I  NT 

"  ";: NEXT  X: POKE  DL- 1,4+64 
420  SOUND  0, 50, 10, 8: FDR  X=i  TO  75 
430  NEXT  XiSDUND  0,0,0,0 
440  BX=INT<B*RND<1))+16:BY=9:DX=1:DY 

=  1 
450  IF  RND(0)<0-5  THEN  DX=-1 
460  IF  RND(0)<.0.5  THEN  DY  =  -1:BY=14 
470  POSITION  BX,BY:PR1NT  "   " ; 
480  BX=BX+DX : By  =  BY  +  DV- POSITION  BX,BY 

:PRINT  "CT>";:REM  BALL(CNTL-T) 
490   IF  L=Ba  AND  OLDL=88  THEN  510 
500, IF  L=83  THEN  SOUND  0 . 50 , 1 0 , 1 0 : FO 

R  X=l  TO  15:NEXT  X : SOUND  0,0,0,0 

: DY=-DY 
il0  GOSUB  BL1NE:IF  BY<2  OR  BY>21  THE 

N  B70 


FROIV1:  CREATIVE  SOFTWMiE 
TO:  VIC-20  OWNERS 

RE;    NEW  TITLES- MARCH  1,1983, 


TAPE  CASSETTE  fOR  USE  WITH  THE  COMMODORE  VIC-20 

VI  HOI 


HOW  CAN  YOU  BE  CREATIVE 
IF  YOUR  SOFTWARE  ISNT? 


/fflv' 


AQiuision  ol  ASCI.  Ill 

■"^^l^^^    230  E.  Caribbean  •  Sunnyvale,  CA  94086 


Copyright  1983  by  Creative  Software 

"VIC-20"  and  "COMMODORE"  are 
trademarks  of  COMMODORE  ELECTRONICS,  LTD. 


520  OLDL=L 

530  LOCATE  B X +DX , BY  +  D Y  ,  L 

540  IF  L=32  THEN  470 

550  IF  L=l'?  THEN  SOUND  0  ,  1  00  ,  1  0  ,  1  0  :  F 

OR  X=l  TO  15:NEXT  X : SOUND  0,0.0, 

0: DX=-DX:GOTO  530 
560  IF  L=ia  THEN  SOUND  0 .  1 00 ,  1 0 ,  1  0 ;  F 

OR  X=l  TO  15:NEXT  X : SOUND  0,0,0, 

0: DY=-DY 
570  GOTO  470 

580  GRAPHICS  2:SETCDLDR  2,0,0 
590  SETCOLOR  0,7,10 
600  POSITION  4,4 
610  PRINT  #6;  "ONE  ON  ONE  !  " 
620  POSITION  3, 5 
630  PRINT  "    JOYSTICKS  OR  PADDLES  (i 

OR  2)  "  ;  :  INPUT  BLOCK 
640  IF  BL0CK=1  THEN  BL I NE= 1 1 0 : GOTO  6 

60 
650  BLINE=240 
660  DIM  Pi* (3) , At ( 36) 

670  Pl*="<:3  R>":REM  PADDLE  <  CNTL-R ) 
680  A4="XXXXXXXXXXXXXXXXXXXXXXXXXXXX 

XXXXXXXX" 
690  GRAPHICS  0:SETCDLOR  4,0,12:SETCO 

LOR  2, 2, 10:SETCOLOR  1,15,10 
700  DL= PEEK (560) +256* PEEK (56  1) +4: FOR 

1=2  TO  24:PQKE  DL+I,4:NEXT  I 
710  BARVeRT=83: REM  VERTICAL  BARCCNTL 

-Y) 
720  FDR  1=2  TO  21 

730  POKE  SCREEN+1+I «40, BARVERT 
740  POKE  SCREEN+3B+I «40, BARVERT 
750  NEXT  I 
760  FDR  Y  =  2  TO  13  STEP  16-.POSITION  2 

, Y: FOR  X=l  TO  4 
770  PRINT  A*:NEXT  X:NEXT  Y:SETCOLOR 

1,12,7 
780  FOR  X=5  TO  34  STEP  29: FOR  Y=10  T 

O  13:P0KE  SCREEN+X+Y«40,a3:NEXT 

Y:NEXT  X 
790  FOR  X=14  TO  25  STEP  1 1 : FOR  Z=9  T 

O  12  STEP  3:F0R  Y=Z  TO  Z+2:P0KE 

SCREEN-t-X+Y*40,  83:  NEXT  YsNEXT  Z:N 

EXT  X 
800  FOR  X=e  TO  23  STEP  10:POSITION  X 

,11:PRINT  "XXXX" ;: POSITION  X,12: 

PRINT  "  X  XXX  "  ;  : NEXT  X 
S10  X0=29:X1=2 
820  IF  BLOCK=2  THEN  370 
830  POSITION  X0,7:PRINT  P1«:REM  JOYS 

TICK  ONLY 
840  POSITION  X1,16:PRINT  P1*:REM  JOY 

STICK  ONLY 
850  POKE  752, 1 
860  GOTO  370 

870  SOUND  0, 72, 10, 8: GOSUB  1050 
880  SOUND  0, 64, 10, 8: BDSUB  1050 
890  SOUND  0, 60, 10, 8: SOSUB  1050 
900  SOUND  0, 72, 10, a : BOSUB  1050 
910  SOUND  0, 64, 10, 8: 6DSUB  1050 
920  SOUND  0, 72, 10, B: GOSUB  1050 
930  WW=WW+i:IF  WW<3  THEN  870 
940  WW=0 

950  POSITION  BX,BY:PRINT  "   " ; 
960  POKE  DL-1 , 2+64 : POSITION  2,0 
970  IF  BY>21  THEN  PRINT  "  1  !  •  !  !  I  V I CTO 

RY  GOES  TO  PLAYER  1 ' ' I ! i ! " ; 
980  IF  BY<2  THEN  PRINT  " ! I ! ! ! ! V I CTOR 

Y  GOES  TO  PLAYER  2 ! !  i  !  M " ; 
990  FOR  1=12  TO  1 3 : POKE  DL+ I , 2 : NEX T 

I 

50    COMPUIB    May19B3 


1000 


1010 


1020 


1030 


1040 
1050 
1060 


POSITION  2. 
AIN,  PRESS 


1 1 : PRINT 
THE  FIRE 


"TO  PLAY  AG 
BUTTON ":PRI 
PRESS  Q 


NT  "ON  EITHER  JOYSTICK 

TO  QUIT . " 
IF  STRIG(0)=0  OR  STRIG(1)=0  THE 
N  690 

IF  PTRI6(0)=0 
N  690 

IF  PEEK  (764)  =47  THEN  POKE 
55:6RAPHICS  0:PRINT  "TYPE 

TO  ERASE  PROGRAM. ": END 
GOTO  1010 

FOR  X=l  TO  10:NEXT  X 
SOUND  0, 0, 0 . 0: RETURN 


OR     PTRIG ( 1 ) =0     THE 


764,  2 
<NEW> 


VIC  Version 


The  VIC  version  uses  game  paddles  plugged 
into  the  control  port.  It  has  two  skill  levels.  At 
level  one,  all  ball  movement  is  at  a  45  degree 
angle  with  respect  to  the  X  and  Y  axis.  Level 
two  allows  the  players  to  double  the  horizontal 
increment  of  the  ball  by  striking  it  with  a 
moving  paddle.  The  subroutine  from  lines  160 
to  220  determines  if  the  paddle  has  changed 
from  its  last  position.  If  the  paddle  position 
changes  just  before  the  baU  strikes  it,  then  the 
resulting  horizontal  motion  of  the  ball  becomes 
twice  as  fast.  The  vertical  increment  of  the 
ball,  however,  always  stays  the  same.  Either 
player  can  slow  the  ball  to  the  usual  diagonal 
motion  by  allowing  the  ball  to  strike  a  station- 
ary paddle. 

The  wall  that  each  player  must  defend  is 
generated  with  random  brick  colors  in  lines 
420  to  440.  The  game  will  look  different  each 
time  it  is  played. 

If  you  become  truly  proficient  at  One  On 
One,  you  might  change  the  game  so  that  the 
object  is  to  break  through  the  wall  behind  your 
paddle.  This  speeds  up  the  action  considerably, 
as  you  attempt  to  maintain  control  of  the  ball. 
Giving  control  of  the  ball  to  your  opponent,  of 
course,  allows  him  to  destroy  his  waU  and 
defeat  you  even  sooner. 


Program  2:  vie  version 


100    Nl=l:N2=32:N3=81:N4=4:NS=248:N6=249:N7 

=132:N8=352:N9=2 
110    CL=37154:P5=37152:P4=37151:M1=0:M2=23: 

M3=102:M4=220iM5=160:M6=15.93tG=l 

8:M8=16 
120    GOTO   340 
130    L5=PEEK(SCREEN+X+(Y+DY)*C) :IF   L5=N5    OR 

L5=N6    THEN    DX=-DX: DY=-DY: RETURN 
140    IF   PEEK(SCREEN+X+DX+Y*C)=M3    THEN    DX=-D 

X: RETURN 
150    DY=-DY: RETURN 
160    IF   DX=-2    THEN    DX=-1 
170    IF   DX=2    THEN    DX=1 
180    IF   Y+DY=M8    THEN    210 
190   X0=G-INT(PEEK(P0)/m6)  :IF   X0OL0    THEN    D 

X=2*DX 


V>^gJj^W■■■tit«!^?'•^>*,■■,r■•'iv  -  T      , 


^^? 


UMI  sofl:ware...aworld  of  choices 


A  World  of  Fun!  They're  hot!  They're  new!  The 
exceptional  graphics  and  challenging  play  of  UMI's 
games  have  made  United  Microware  the  leader  in 
arcade-quality  recreational  software. 
A  World  of  Help!  UMI  has  created  programs  to 
help  professionals  and  homeowners  "take  care  of 
business."  UMI  can  make  your  life  a  little  easier 
with  word  processing,  information  storage,  finan- 
cial management,  hobbyist  programs,  utilities  and 
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understand  instructions. 
A  World  of  Choices!  All  programs  come  on  cas- 


settes or  UMI's  own  durable  cartridges,  depending 
on  your  selection.  If  you're  looking  for  fun,  or  for 
an  easier  way  to  manage  your  personal  business, 
look  to  UMI  ...  the  leader  you  can  trust.  UMI 
products  are  available  at  your  favorite  computer 
products  store. 

Dealer  inquiries  invited. 


United  Microware  Industries,  Inc. 
3503-C  Temple  Avenue 
Pomona,  California  91768 
(714)594-1351 


^^^ 


200  RETURN 

210  X1=G-INT(PEEKCP1)/M6):IF  XlOLl  THEN  D 

X=2*DX 
220  RETURN 
230  X0=G-INT(PEEK(P0)/m6) :IF  X0=L0  THEN  RE 

TURN: REM  PADDLE  MOVEMENT 
240  V=SCREEN+N7+L0:POKE  V,N2:P0KE  V+A,N1 
250  POKE  V+N1,N2:P0KE  V+N1+A,N1 
260  V=SCREEN+N7+X0:POKE  V,N5:P0KE  V+A,N4 

2  70  POKE  V+Nl,tlS  :POKE  V+Kl+A,  N4  :L0=X0  :  RETU 

RN 
280  X1=G-INT(PEEK(P1)/m6) :IF  X1=H  THEN  RE 

TURN 
290  V=SCREEN+N8+Ll:POKEV,N2:POKE  V+A,N1 

3  00  P0KEV+N1,N2:P0KE  V+A+N1,N1 

310  V=SCREEN+N8+X1 :POKE  V,N6:P0KE  V+A,N4 
320  POKE  V+Nl,N6:POKE  V+Nl+A, N4:L1=X1 :RETU 

RN 
330  POKE  V1,15:POKESI,S5:FORI=1TO30:NEXT:P 

OKEVl , 0 : POKES 1,0: RETURN 
340  POKE  36879, 31 : PRINT" (clear} " 
350  PRINT"[0a  down} £05  RIGHT}0NE  on  ONEl" 
360  PRINT :PRINT; INPUT" l04  RIGHTJlEVEL  1  OR 

2  " ;  LV 
370  SCREEN=256*PEEKC64B) : A=30720 :X=RND{0 ) 
380  IF  PEEK(648)=16  THEN  A=33792 
3  90  Vl=36878: 31=35876 :P0=36872:P1=3687 3 :C= 

22:X0=2:X1=18 
400  DEFFNA{U)=SCREEN+X+C*Y:DEFFNC(U)=FNA{U 

)+A:DEFFNB(U)=INTCU*RND(1) )+2 
410  PRINT" {clear} " 
420  FOR  Z=1T018STEP  17 
430  FOR  Y=ZTO  Z+3:FOR  X=2  TO  19: POKE  FNAC0 

),I60 
440  POKE  FNCC0),FNB(6>:NEXT:NEXT:NEXT 
450  FORZ=0TO20STEP20:FORX=ZTOZ+1:FORY=0TO2 

2: POKE  FNA(0) , 102:POKE  FNCC0),2 
460  NEXT : NEXT : NEXT 
470  FORZ=6TO13STEP7:FORX=ZTOZ+2:FORY=10TO1 

2:POKEFNA(0),102 
480  POKE  FNC ( 0 ), 2 : NEXT : NEXT ; NEXT 
490  GOSUB  260:GOSUB  310 

500  PRINT" lUP} [02  right}  PRESS  IGRN}sEBLK} 

TO  START"; 
510  GET  A$:IF  A5="S"  THEN  530 
520  GOSUB  230: GOSUB  280:GOTO  510 
530  FOR  1=1  TO  17:PRINT"  {02  LEFT) " ; :FORJ= 

1  TO50: NEXT: NEXT 
540  REM  START  GAME 
550  X=11:Y=11:DX=1:DY=1 
560  IF  RND(1)<.5  THEN  DX=-1 
570  IF  RND(1)<.5  THEN  DY=-1 

5  80  GOTO  660 

590  POKE  FNA(0) ,N2:POKE  FNC(0) , Nl :L6=PEEK( 

SCR£EN+X+DX/2+(DY+Y)*C) 
600  I FABS ( DX ) =2 ANDL6 <  >M3 ANDL6  <  >N5ANDL6<>N6 

THEN  620 
610  X=X+DX:Y=Y+DY:GOTO  630 

6  20  X=X+DX/2:Y=Y+DY:POKEFNA(0),N2:POKEFNC( 

0),Nl:X=X+DX/2 
630  POKE  FNA(0),N3;POKE  FNC(0),N4:IF  Y>4  A 

ND  Y<18  THEN  FL=0 
640  IF(L=M5AND0LDL=M5)0R(L=M5ANDFL=1)THEN 

S5=M5: GOSUB  3 30: GOTO  660 
650  IF  L=M5  THEN  S5=M5;GOSUB  330 ;DY=-DY:IF 

Y<50RY>17  THEN  FL=1 
660  GOSUB  230:GOSUB  280; IF  Y=M1  OR  Y=M2  TH 

EN  740 
6  70  OLDL=L 

680  L=PEEK{SCREEN+X+DX+(Y+DY)*C) 
690  IF  L=N2  THEN  590 


700  IFL=H3THEN  S5=M4 ;GOSUB330:GOSUB  130:GO 

TO  680 
710  IF(L=N50RL=N6)ANDLV=1THEN  S5=M4:G0SUB  " 

3  30:DY=-DY 
7  20  IF(L=N50RL=N6)ANDLV=2THEN  S5=M4:G0SUB  ' 

3  30:GOSUB  160 :DY=-DY: goto  680 
7  30  GOTO  590 
740  IF  Y=M2  then  PRINT" {hOMeI {02  RIGHT} IIP 

LAYER  1  WINS  I  1  I" 
750  IF  Y=M1  THEN  PRINT" {HOME} {02  RIGHT} 1 IP 

LAYER  2  WINS  I  1 1" 
760  GOSUB  830 
770  PRINT" {12  down} {right} PRESS  FIRE  BUTTO 

N  TO": PRINT" (right} PLAY  AGAIN, {GR 

GRN}q{BLK}  TO  QUIT" 
780  POKE  CL,127:P=PEEK(P5)AND128 
7  90  FR=-(P=0) :POKE  CL, 2  55 ;P=PEEK(P4) : FL=- { 

{PAND16)=0) 
800  IF  FL=1  OR  FR=l  THEN  340 
810  GET  A$:IF  A$<>"Q"  THEN  780 
820  PRINT" {clear} ":  END 
830  POKEV1,15:FORI=230TO252STEP2:POKE3687  5 

, I s  FORJ=1TO50  jNEXT  t NEXT 
840  POKE  36875,0; POKE  VI, 0: RETURN 


CBM-64  Version 

The  Commodore  64  version  of  One  On  One  is 
designed  to  be  played  using  two  joysticks. 
Since  barriers  are  placed  in  symmetrical  posi- 
tions in  the  central  portion  of  the  screen,  the 
ball  may  rebound  four  or  five  times  before 
reaching  an  opponent.  This  provides  for  a 
more  challenging  defensive  strategy  and  a 
faster  moving  game.  If  you  would  like  to  adapt 
this  program  for  use  v/ith  paddles,  substitute 
these  lines: 

11  AL  =  (36-(INT(F2/8.S)+3» 

THEN  17 
19  F2  =  PEEK(54297):GOTO10 
51  AR  =  (36-(INT(Fl/8.5)  +  3)) 

THEN  57 
59  Fl  =  PEEK(54298):GOTO  SO 


Program  3:  cbm-64  version 

0  REM: ONE  ON  ONE  FOR  CBM-54 

1  POKE646,l 

2  PRINT" {rev} {clear} (11  RIGHT} {10  DOWN)  ~ 

ONE  ON  ONEl ! t{OFF}"; 

3  PRINT" {rev} (17  left} {03  D0WN}PRESS  SPA 

CE  TO  PLAY {off} "; 

4  POKE53281,0:IFPEEK(197)<>60THEN4 

5  GOTO100 

9  AL=15:G0T019 

10  ODDAL=AL 

11  AL=AL+F2:IFAL=ODDALTHEN17 

12  IFAL<4  THENAL=3 

1 3  POKEG+ODDAL ,32: POKEG+ODDAL+1 ,32: POKEG+ 

ODDAL+2 ,32: POKEG+ODDAL+3 , 3  2 

14  IFAL>=33THENAL=3  3 

1 5  POKEG+AL ,120: POKEG+AL+1 ,120: POKEG+AL+2 

, 120;POKEG+AL+3, 120 

1 6  POKEG+AL+D , 7 : POKEG+AL+D+1 , 7 : POKEG+AL+2 

+D , 7 : P0KEG+AL+3+D , 7 

17  RETURN 


52     COMPOTE!     rvta/We3 


YOirVE  GOT  TO  PlAY  IT 
TOBEUEVEm 


Four  great  games  from 
Commercial  Data  Systems  bring 
more  excitement  to  the  VIC-20* 

CDS  offers  better  movement, 
better  sound  and  more  realistic 
characters.  You'll  find  it  all  by 
playing  these  super-color 
games: 

ROAD  TOAD 

Leaping  its  way  to  become  the 
#1  frog  game  ever! 

BUG  SPREE 

A  fast-paced  battle  game,  w/ith 
bugs,  mushrooms  and  spiders, 
attracts  young  and  old  alike. 


*VIC-20  Reg.  trade  mark  of 
Commodore  Business 
Machines.  Some  games  also 
available  for  Commodore  64. 


MOTOR  MOUSE 

A  race  against  the  clock  with 
mice,  cats  and  cheese. 

WITCH  WAY 

This  one  is  barrels  of  fun  and 
requires  an  8K  Expander.  Nine 
levels  of  action  with  four 
screens. 

All  games  programmed  in 
machine  language. 


ROAD  TOAD,  BUG  SPREE, 
MOTOR  MOUSE  and  WITCH 
WAY  are  available  at  the 
suggested  retail  price  of  $29.95 
(U.S.)  each  from  your  dealer  or: 


Commercial  Data  Systems  Ltd. 
730  Eastview  Avenue, 
Regina,  Saskatchewan 
Canada  S4N  0A2 
(306)  525-3386 


s4. 


<.m 


^^rSai.=.^v 


■i^^^ 


iSfe*K2 


m^ 


19  0N( {PEEK(56321)AND12)/4)GOTO20, 30,40: 

20  F2=3:GOTO10 
30  F2=-3:GOTO10 
40  F2=0:GOTO10 

49  GOT059 

50  ODDAR=AR 

51  AR=AR+F1 

52  IFAR<4  THENAR=3 

53  POKEF+ODDAR,32 :POKEP+ODDAR+l , 32 : POKEF+ 

ODDAR+2 ,32 :P0KEF+ODDAR+3 ,32 

54  IFAR>=33THENAR=33 

5  5  POKEF+AR ,121; POKEF+AR+1 ,121: POKEF+AR+2 

, 121 :P0KEF+AR+3, 121 
5  6  POKEF+AR+D , 7 : POKEF+AR+D+1 , 7 : POKEF+AR+2 

+D , 7 ; P0KEF+AR+3+D , 7 
5  7  RETURN 

59  0N( (PEEK(56320)AND12)/4)GOTO60,70,80: 

60  Fl=3:GOTO50 
70  F1=-3;GOTO50 
80  F1=0:GOTO50 

100  B=1026:E=1060:D=54272:POKE53281, 1:P0KE 
53280, liPRINT" {clear! "; :C=1226:F= 
1260 

102  F=1024+40*6:SCR=1024:G=1024+40*14 

110  FORL=lTO4:B=B+40:E=E+40 

120  FORI=BTOE:POKEI,160:POKEI+D, (8*RND(l) ) 
+2; NEXT 

130  NEXT: IF  Z=1THEN150 

140  B=1626:E=1660:Z=1:GOTO110 

150  FORS=1024TO1877STEP40:POKES, 127:POKES+ 
3  7,127: POKES+D , 0 : POKES+3  7+D , 0 :NEX 

T 

151  FORS=1025TOia77STEP40 :POKES, 127 :POKES+ 
3  7,127: POKES+D , 0 : POKES+3  7+D , 0 : NEX 

T 
160  REM  SCREEN  &  BACKGROUND 
165  FORC=1TO30STEP4:POKE1428+C,90:POKE1428 

+C+D,0:NEXT 

171  POKEG+1 5 ,120 : POKEG+15+1 ,120: POKEG+1 5+2 
,120:POKEG+15+3,120 

1 72  POKEG+1 5+D , 7 : POKEG+1 5+D+l , 7 : POKEG+15+2 
+D,7 :POKEG+15+3+D,7 

173  POKEF+15,121:POKEF+15+l,121:POKEF+15+2 
,121tPOKEF+15+3,121 

174  POKEF+15+D,7:POKEF+15+D+l,7:POKEF+15+2 
+D,7:POKEF+15+3+D,7 

180  Y=ll:DX=liDY=l:X=ll 
190  IFRND(1)<.5THENDX=-1 

200  IFRND{1)<.5THENDY=-1 

201  AR=15:AL=15 

208  POKE1024+X+40*Y,32:POKE1024+X+40*Y+D,0 

209  X=X+DX:Y=Y+DY:POKE1024+X+40*Y,81:POKE1 
0  24+X+40*Y+D,8 

235  IFL=160ANDOLDL=150THEN245 

2  37  IFL=160THENDY=-DY:GOSUB500 

245  GOSUB49:GOSUB19:IFY=0ORY=23THEN990 

2  50  OLDL=L 

260  L=PEEK(SCR+X+DX+(Y+DY)*40) 

2  70  lFL=32THEN20a 

2 80  IFL=1 27THENDX=-DX : GOSUB500 : GOTO260 

2  90  IFL=121ORL=120ORL=90THENDY=-DY:GOSUB50 

0 
300  GOTO208 
500  5=5427 2 !FORQ=STOS+24:POKEQ,0: NEXT: POKE 

S+5 ,88 :POKES+24, 15 :P0KES+1 , 10 
510  POKES , 143 : FORRD=1TO50 : NEXT : RETURN 
990  POKE646,0 
1000  IFY<1THENPRINT"U2  RIGHT)  (09  DOWN)  I 

REV)PLAYER  1  WlNSl I (oFF) " !GOTO250 

0 
1010  FORA=lTO30iGETA$!NEXT 


2000  IFY>22THENPRINT"lll  RIGHT) {09  DOWN) t 
REV)PLAYER  2  WINSU  {OFF)  "  ;  GOTO250 
0 

2010  FORA=1TO30;GETA$;NEXT 

2500  PRINT" {10  RIGHT) {12  DOWN) { REV ) PLAY  AGA 
IN?  Y  OR  N{0FF) " 

2510  IFPEEK{197)=25THEN2515 

2511  IFPEEK(197)=39THEN2520 

2512  GOTO2510 

2  515  IFPEEK(l97)=25THENPOKE646,liRUN 
2  520  END 


Apple  Version 

On  the  Apple,  One  On  One  is  played  with 
the  paddles  and  has  two  skill  levels.  At  level 
one,  all  ball  movement  is  strictly  45  degrees 
with  respect  to  the  X  and  Y  axis.  After  a  short 
period  of  play,  you'll  probably  be  ready  to 
move  on  to  level  two,  where  the  ball  angle 
can  be  altered. 

At  level  two,  the  flight  of  the  ball  can  be 
changed  from  the  usual  diagonal  motion  by 
moving  the  paddle  just  prior  to  the  moment 
the  ball  strikes  it.  If  this  is  successfully  ac- 
complished (as  detected  in  lines  18  to  28), 
the  X  increment  of  the  ball  is  doubled  so  that 
the  ball  moves  twice  as  fast  horizontally. 
Vertical  ball  movement,  on  the  other  hand, 
remains  the  same.  In  order  to  return  to  nor- 
mal ball  motion,  the  ball  must  strike  a  sta- 
tionary paddle. 

An  especially  pleasing  feature  of  the 
Apple  version  is  the  random  choice  of  wall 
colors  each  time  a  new  game  is  played.  This 
is  carried  out  in  the  short  subroutine  at  line 
30. 

A  different  sort  of  game  can  be  played  if  you 
try  to  break  through  the  wall  behind  you 
rather  than  defend  it.  The  player  who  main- 
tains control  of  the  ball  longer  will  ultimately 
break  through  his  wall  more  quickly. 


Program  4:  Apple  Version 


10   SOSUB  2000:  GOTO  50 

12  IF   SCRNt  X,Y  +  DY)  =  1  THEN  DX  =   - 

DX:DY  =   -  DY:  RETURN 

13  IF   SCRN(  X  +  DX,Y)  =  15  THEN  DX  = 

-  DX:  RETURN 

14  DY  =   -  DY:  RETURN 

18  IF  DX  =   -  2  THEN  DX  =   -  1 

19  IF  DX  =  2  THEN  DX  =  1 

22  IF  Y  +  DY  =  Rl  THEN  26 

23  X0  =   INT  (  POL  (0)  /  M6)  +  2:  IF  X0 

<  >  L0  THEN  DX  =  2  *  DX 

25  RETURN 

26  XI  =   INT  (  PDL  (1)  /  M6)  +  2:  IF  XI 

<  >  LI  THEN  DX  =  DX  »  2 
28   RETURN 

30  D  =   INT  (  RND  (1)  *  13)  +2:  IF  D  = 

DL  OR  D  =  13  THEN  30 
40   RETURN 
50  M6  =  7.73:X0  =  2:X1  =  34:R0  =  7sRl  =  32 


54    COMP«ITfl    MOV1983 


fBO^A 


H 


f: 


^mr\ 


■  hmmmw.  ■ 


SPRITEM ASTER"*  is  not  jijr*t  iiiuwhcr  s-prite odicor  for  tht  CciniirnKJurv  64 *" 

com[iuit.T. 

It's  the  finest -utiJirv  iivyjlubk-  fur  niulttcolnr  sprite  .inimnrimii  iimJ  jjiirn- 

It  will  hnvt  yau  making  j'ull  color  aniniatcJ  objtrcti  in  just  jrumitL-s.  IViipIt  ninninij, 
•L.^i.  n or  tanks  roliitu*  m- a  sn.ip  with  Sprttemastt-r. 

-toon  malcLT  fnr  children. 

■-'       atically  ;ip[vnd  your  sprttc^  to  other  prt>«T:irni. 
It's  L-isy  tci  use  :ind  iirKk'rsii*nd  and  cumt-s  with  ;i  full  2  1  ]iji:c  iiistnn  riuii  m.Kiujil 
:mJ  samples  ot'tiniriritt-d  sprites  tu  ^l-t  you  -itiirrfd.  ^Suiiui'sti'd  ri"*;ijl  prife... .535.4^) 


Push  yiiuf  ConimdJiiri:  64'  rothi-  hrnic!! 

NEUTRAL  ZONE''^  nikt-^  yini  to  the  outer  tdm;s  of  the  tpilaxv.  w  ALPHA  IV,  ri 
loJiK  mnuL-  t':irlv  wflrnmii  •■Mri«?n  whose  missian  is  fo  ileiect  alien  intrudctJi  from 
tither  ifjlaxiv-^.  Voii  :itc  :issi^ni,*>.l  Ki  one  of  iht;  (trimt-rer  fiunncry  pods^ 
THIS  IS  NO-MAN'S  LAND TllE  NEUTRAL  ZONE.  , 

NEUTRAL  ZC^NE'"'  is  thf  uitimate  in  high  reSoUitHjn,  fast  action,  arcade  quality 
yanK-s,  Jt  IS  writti-n  in  100^'  nriaclnne  lantjuage  and  feaciint-s  smtKith  scrr>IIinij  of  the 
^60  dt-yrce  jjant>r:ini;i.  AN  :ji;tiiin  is  tn  3-0,  high  rc*.  fulf  color  KTiiphics  with  « 
fantJistu  sjHJtid  i-fffuts.  Thf  re;ihsrn  is  uiibclit'vahle.  (SuiiUcsted  tiitail  |^ 

pricc....5H,^>5j  J _WI 


«*% 


SPRITEMASTER'"  AND  NEUTRAi.  ZONE'"  AM-  AVAILAlir.H  AT  Y(  n.'R  UK: 


:)MMODORE  nEALER  ON  EITHER  IllSK  OR  TAPE. 


ACCESS  SOFTWARE  INC 

925  EAST  WW  S<  )LTH.  SALT  LAKE  CITTl',  I  TAH  84105,  THLEI'IKWE  CiCl  j  632-1 114 


110 

112 


IF  X 


120 
130 


+2:  IF  X 


+  3  AT  Rl 
+  3  AT  Rl 


PEEK  ( 


16336 


CALL  770 i 

HTAB  10: 
ON     ON 


;  PRINT  :  PRINT 
TO  35  STEP  34: 


GOTO  1000 

REM   PADDLE  0  SUBROUTINE 
115  X0  =   INT  <  PDL  (0)  /  M6) 

0  =  L0  THEN   RETURN 
CDLOR=  0:  HLIN  L0,L0  +  3  AT  R0 
COLaR=  1:  HLIN  X0,X0  +  3  AT  R0 

140  L0  =  X0:  RETURN 

145   REM   PADDLE  1  SUBROUTINE 

150  XI  =   INT  <  PDL  (1)  /  M6) 

1  =  LI  THEN   RETURN 
155   COLOR=  0:  HLIN  LI, LI 
160   COLOR=  1:  HLIN  XI,  XI 
170  LI  =  XI:  RETURN 
250   FOR  I  =  1  TO  5:A  = 

)j  NEXT  I:  RETURN 

RETURN 

POKE  768,1:  POKE  767,10 

RETURN 

TEXT  :  HOME  :  VTAB  11: 
FLASH  :  PRINT  "D  N  E 
! " :  NORMAL 

VTAB  17:  PRINT   SPC (  13); "LEVEL  1 

OR  2  ■';:  INPUT  LV:  IF  LV  >  2  OR  L 
V  <  1  THEN  1010 

HOME  1     GR  :  PRINT 
:  PRINT  :  FOR  Z  =  1 

FDR  Y  =  Z  TO  Z  +  3 

SOSUB  30 

COLOR=  D:DL  =  D 

HLIN  2,37  AT  Yi  NEXT  Y;  NEXT  Z 

FOR  Z  =  a  TO  28  STEP  10:  FOR  Y  = 
19  TO  21:  GOSUB  30:  COLaR=  D:DL  = 
D 

HLIN  Z,Z  +  4  AT  Y:  NEXT  Y:  NEXT  Z 

1  COLOR=  15 
FOR  I  ^  0  TO  38  STEP  38;  VLIN  1,3 

8  AT  I:  VLIN  1,38  AT  I  +  1:  NEXT  I 
:  IF  LV  =  1  THEN  1056 

FOR  I  =  7  TO  32  STEP  25:  VLIN  17, 
23  AT  I:  VLIN  17,23  AT  I  +  1:  NEXT 
I 

FOR  X  =  13  TO  26  STEP  13;  FDR  Y  = 
11  TO  23  STEP  12;  VLIN  Y,Y  +  5  AT 
X;  VLIN  Y,Y  +  5  AT  X  +  1 :  NEXT  Y: 
NEXT  X:  GOTO  1059 

FOR  I  =  5  TO  35  STEP  30;  VLIN  17, 
23  AT  I:  NEXT  1 

FOR  X  =  14  TO  26  STEP  12:  FOR  Y  = 
11  TO  24  STEP  13:  VLIN  Y,Y  +  5  AT 
X:  NEXT  Y:  NEXT  X 

COLDR=  1:  GOSUB  130:  GOSUB  160 

PRINT  SPC<  B>; "PRESS  THE  FIRE  BU 
TTON  ON":  PRINT   SPC <  4) ; "PADDLE  0 

OR  1  TO  START  THE  GAME" 
1070  P0  =   PEEK  (  -  16287) :P1  =   PEEK  ( 

-  16286):  IF  P0  >  127  OR  PI  >  127 

THEN  1090 

GOSUB  115:  GOSUB  150:  GOTO  1070 

PRINT  :  PRINT  s  PRINT  ;  PRINT 

CLEAR  TEXT  WINDOW 

REM   GAME  ROUTINE 
X  =   INT  <  RND  (1)  «  9)  +  17:Y 
3:DX  =  1:DY  =  1 

IF   RND  (1)  <  . 

IF   RND  (1)  <  . 

=  17 

GOTO  UB0 

COLOR=  0:  PLOT 

2  AND  I  SCRN(  X 
>  15  AND   SCRN( 

)  <   >  1)  THEN 
DY 


260 
280 

1000 
1010 
1020 


1030 
1035 
1040 
1043 


1045 


1048 


1049 


1050 


1056 


1057 


1059 
1060 


1080 
1090 

1100 
1110 

1120 
1130 

1135 
1140 


REM 


=  2 


5 
5 

THEN 
THEN 

DX  = 
DY  = 

-  1 

-  1;Y 

X,Y: 

+  DX 

X  + 

PLOT 

IF   ABS 
/  2,Y  + 
DX  /  2,Y 
X  +  DX  / 

<DX)  = 
DY)  < 
+  DY 
2,Y  + 

1150  X  =  X  +  DX:Y  =  Y  +  DY:  CDLOR=  13:  PLOT 

X.Y:  IF  Y  >  4  AND  Y  <  35  THEN  FL  = 

0 
1160   IF  (L  <  15  AND  L  >  1  AND  OLDL  <  1 

5  AND  OLDL  >  1)  OR  (L  <  IS  AND  L  > 

1  AND  FL  =  1)  THEN   GOSUB  250:  GOTO 

1  180 
1170   IF  L  <  IS  AND  L  >  1  THEN   GOSUB  2 

50; DY  =   -  DY:  IF  Y  <  5  OR  Y  >  34  THEN 

FL  =  1 
1180   GOSUB  115:  GOSUB  150:  IF  Y  =  0  OR 

Y  =  39  THEN  1250 
1190  OLDL  =  L 

1200  L  =   SCRN(  X  +  DX,Y  +  DY) 
1210   IF  L  =  0  THEN  1140 
1220   IF  L  =  15  THEN   GOSUB  280:  BDSUB 

12:  GOTO  1200 
1230   IF  L  =  1  AND  LV  =  1  THEN   GOSUB  2 

80:DY  =   -  DY 
1235   IF  L  =  1  AND  LV  =  2  THEN   GOSUB  2 

80:  GOSUB  18: DY  =   -  DY;  GOTO  1200 

1240   GOTO  1140 

1250   REM   WINNER 

1270   IF  Y  =  39  THEN   PRINT   SPC (  5);"! 

1  f VICTORY  GOES  TO  FLAYER  1111" 
1280   IF  Y  =  0  THEN   PRINT   SPC <  5);"!! 

I  VICTORY  GOES  TO  PLAYER  2!  !  1" 
1290   FOR  I  =  1  TO  1000:  NEXT  I 
1300   PRINT  :  PRINT   SPC <  5) ; "PRESS  A  P 

ADDLE  BUTTON  TO  PLAY":  PRINT   SPC i 

5) ; "AGAIN,  Q  TO  QUIT"; 
1310   POKE   -  16368, 0:P0  =   PEEK  (  -  16 

287) :P1  =   PEEK  (  -  16286):  IF  P0  > 

127  OR  PI  >  127  THEN  1000 

1320   IF   PEEK  C  -  16384)  =   ASC  <"Q")  + 

128  THEN  1400 
1330   GOTO  1310 

1400   POKE   -  16368,0:  TEXT  :  HOME  :  END 

2000   REM   SOUND  ROUTINE 

2010   FOR  I  =  770  TO  795:  READ  M:  POKE 
I,M:  NEXT 

2020  DATA  172,01,03,174,01,03,169,04, 
32, 168,252, 173,48, 192,232,208,253, 
1 36 , 208 , 239, 206 , 0 , 03 , 208 , 23 1 , 96 

2030      RETURN  © 


COMPUTE! 

The  Resource 


VrC  20     •     COMMODOR  64     •     ATARI 


THERE  IS  STRENGTH  IN  NUMBERS 

JOIN 

THE  SOFTWARE  CO-OP 

NOW?  For  the  cost  of  a  single  game  cartridge  you 
can  |Oin  THE  SOFTWARE  CO-OP.  Use  the  advantage 
of  bulk-purchasing  and  pay  only  SI  over  wfiole- 
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54     COMPUTE!     Mayl'SS 


Questions  Beginners  Asi( 


Tom  R,  Halfhill,  Features  Editor 


Are  you  thinking  about  buying  a  computer  for  the  first 
time,  hut  don't  knoiv  anything  about  computers?  Or 
maybe  you  just  purchased  a  computer  and  are  still  a  bit 
baffled.  Each  month  in  this  column,  COMPUTE!  will 
tackle  some  of  the  most  common  questions  tliai  we  are 
asked  by  beginners. 


QI  own  an  Atari  400  computer  and  410 
recorder,  and  I'm  very  interested  in  pro- 
gramming. Lately  I've  been  experimenting  with 
the  different  graphics  modes.  I  can  draw  pictures 
on  the  screen,  but  I  don't  understand  how  to  move 
them  around  with  the  game  controllers  (joysticks, 
paddles,  and  keyboard).  What  command  makes 
the  joystick  move  the  picture?  If  you  could  just 
explain  how  to  use  the  game  controllers,  I  would 
be  very  grateful. 

A   Although  this  particular  question  comes 
from  a  14-year-old  reader  with  an  Atari,  it  is  a 
common  one  asked  by  new  users  of  all  brands  of 
computers.  How  can  I  animate  objects  on  the 
screen  with  the  game  controllers?  Unfortunately, 
there  is  no  simple  answer. 

First,  it's  important  to  understand  that  the 
game  controllers  by  themselves  do  nothing  to  animate 
objects  on  the  screen.  Animation  is  up  to  your  pro- 
gram. All  that  a  game  controller  does  is  change  a 
number  in  a  memory  location  somewhere  inside 
the  computer.  That  number  indicates  the  status 
of  the  controller,  such  as  which  way  a  joystick  is 
deflected,  or  how  far  a  paddle  knob  is  turned,  or 
which  key  is  pressed  on  a  keyboard. 

Except  for  returning  this  number,  a  game 
controller  does  absolutely  nothing  else  in  the  way 
of  animation.  A  program  reads  this  number,  uses 
it  to  figure  out  what  action  the  user  desires,  and 
then  responds  accordingly,  thereby  achieving 
animation.  This  is  not  an  easy  task  for  beginning 
programmers.  Many  beginners  are  dismayed 
when  they  discover  that  animation  is  far  more 
difficult  than  just  plugging  in  a  joystick  and  typing 
in  a  command  or  two  that  will  move  their  pictures 
around. 

That's  why  most  home  computer  manuals 
and  instruction  books  barely  cover  the  subject. 
You  must  be  on  solid  ground  with  the  fundamen- 
tals of  programming  before  attempting  something 

58     COMPUrei     May  1983 


like  animahon. 

To  learn  these  more  advanced  techniques, 
you'll  have  to  read  many  computer  magazines 
and  books.  COMPUTE!  has  published  numerous 
articles  on  animation  for  the  Atari  and  other  popu- 
lar computers,  and  will  continue  to  do  so.  The 
Beginner's  Page  column  in  the  February  1983  issue, 
"Writing  An  Arcade  Game,"  is  a  good  introduc- 
tory article.  It  includes  example  programs  for 
several  computers  to  demonstrate  one  method  of 
animation:  repeatedly  drawing  and  erasing  an 
object  in  screen  memory.  Other  good  sources  are 
COMPUTEl's  First  Book  Of  Atari  Graphics  and 
COMPUTEl's  First  Book  Of  VIC. 

Ql'm  shopping  around  for  my  first  home 
computer,  and  I  see  many  ads  in  magazines 
and  newspapers  for  low-priced  computers.  But 
when  I  visit  the  store,  it  seems  like  the  sales 
people  always  try  to  sell  me  on  numerous  acces- 
sories and  other  things  that  end  up  costing  more 
than  the  computer.  How  many  accessories  do  I 
really  need  to  get' started?  Isn't  the  computer  itself 
enough? 

A   Chances  are  you  will  end  up  buying  more 
than  just  the  computer  to  get  started.  But 
how  many  accessories  you  need  really  depends 
on  what  you  plan  to  use  the  computer  for-  some- 
thing that  should  be  foremost  in  your  mind  as 
you  shop. 

A  computer  by  itself  is  more  useful  than  a 
stereo  receiver  without  speakers,  a  turntable,  a 
tape  deck,  and  records.  But  there  is  an  analogy 
here.  To  make  a  computer  really  useful  you  need 
software,  programs  to  make  it  run.  Among  the 
most  popular  uses  for  home  computers  are  enter- 
tainment and  education.  This  means  you'll  need 
game  programs,  educational  programs,  and  so 
on.  You  can  write  programs  yourself,  copy  them 
from  COMPUTE!,  or  buy  commercial  software.  But 
whatever  you  do,  you'll  at  least  need  a  tape 
player. 

You'll  need  some  way  to  load  the  programs 
into  the  computer.  Some  programs  are  built  into 
plug-in  cartridges  which  require  no  additional 
equipment.  But  most  programs  come  on  cassette 
tapes  or  disks.  Loading  a  disk  requires  a  disk  drive, 
which  costs  $350  to  $600.  That's  why  most  people 
start  out  with  cassettes,  which  are  far  less  expen- 


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WE  MAKE  USING  AND  LEARNING  ABOUT  COMPUTERS  FUN! 


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MEMORY  MAP.™  A32  page  book  with  hundreds  of  hints  on  how  to  use 
your  computer.  Over  500  memory  locations!  S6.95. 

LEARN  SOUND  AND  GRAPHICS  with  our  exciting  lessons  called 
TRICKY  TUTO  RIALS.'*  Each  comes  with  a  tape  or  disk  full  of  examples, 
and  a  1 2  to  64  page  manual  written  in  an  easy  to  understand  manner, 
#1  DISPLAY  LISTS  —  Put  several  graphics  modes  on  your  screen  at 
once.  §2  SCROLLING  —  Move  text  or  graphics  smoothly  up.  down, 
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quickly  as  flipping  pages  in  a  book.  #4  BASICS  OF  ANIMATION  —  A 
beginner's  lesson  in  animation  using  PLOT,  Pf^INT,  and  a  surprise 
game.  #5  PUYER  MISSILE  GRAPHICS  -  Learn  the  basics  of  writing 
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play  complete  songs,  with  graphics.  Includes  PLAYER  PIANO  free!  #7 
DISK  UTILITIES  —  7  programs  to  help  you  use  your  disk  drive.  32K.  #8 
CHARACTER  GRAPHICS  —  The  best  editor  available  with  examples 
using  special  characters  YOU  CREATE  and  ANIMATE.  #9  GTIA, 
GRAPHICS  9  to  11  —  New  tricks  you  can  do  with  these  1 6  color  modes. 
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examples  of  tricks  your  computer  can  do. 

TUTORIALS  1  to  4  are  $19.95  each.  Numbers  5  to  11  are  $29.95  each. 

16K  Tape  or  24K  disk.  SPECIAL:  Tutorials  1  through  6  for  $119.95. 

SAVE  $20.00! 

WRITE  FOR  A  CATALOG  OR  CALL  FOR  ORDERING  INFORMATION 
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Since  each  step  in  the  Wabash  diskette  manufacturing 
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Wabash  diskettes  are  packed  1 0  discs  to  a  carton  and  1 0 
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100  discs  to  a  case  without  envelopes  or  labels.  Please 
order  only  in  increments  of  100  units  for  quantity  100 
pricing.  With  the  exception  of  bulk  pack,  we  are  also 
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less  than  1 00  units  are  available  in  increments  of  1 0  units 
at  a  10%  surcharge.  Quantity  discounts  are  also  avail- 
able. Order  500  or  more  discs  at  the  same  time  and  deduct 
1  %;  1 ,000  or  more  saves  you  2%;  2,000  or  more  saves  you 
3%;  5,000  or  more  saves  you  4%;  10,000  or  more  saves 
you  5%;  25,000  or  more  saves  you  6%;  50,000  or  more 
saves  you  7%  and  1 00,000  or  more  discs  earns  you  an  8% 
discount  off  our  super  low  quantity  1 00  price.  Almost  all 
Wabash  diskettes  are  immediately  available  from  CE.  Our 
warehouse  facilities  are  equipped  to  help  us  get  you  the 
quality  product  you  need,  when  you  need  it.  If  you  need 
further  assistance  to  find  the  flexible  disc  that's  right  for 
you,  call  the  Wabash  diskette  compatibility  hotline.  Dial 
toll-free  800-323-9868  and  ask  for  your  compatibility 
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Product  Description 

SSSD  IBM  Compatible  028  B/S.  26  Sectors) 
Same  as  above,  but  bulk  pack  w/o  envelope 
SSSD  Shugart  Compatible,  32  Hard  Sector 
SSDD  IBM  Compatible  (1 28  B/S,  26  Sectors) 
DSDD  Soft  Sector  (Uriformatted) 
DSDD  Soft  Sector  (256  B/S.  26  Sectors) 
DSDD  Soft  Sector  |512  B/S,  15  Sectors) 
DSDD  Soft  Sector  11024  B/S,  8  Sectors) 
."  SSSD  Soft  Sector  w/Hub  Ring 
Same  as  above,  but  bulk  pack  w/o  envelope 
SSSD  10  Hard  Sector  w/Hub  Ring 
SSSD  16  Hard  Sector  w/Hub  Ring 
SSDD  Lanier  No-problem  compatible 
SSDD  Soft  Sector  w/Hub  Ring 
Same  as  above,  but  bulk  pack  w/o  envelope 
SSDD  Soft  Sector  Flippy  Disk  (use  botti  sides) 
SSDD  10  Hard  Sector  w/Hub  Ring 
SSDD  16  Hard  Sector  w/Hub  Ring 
DSDD  Soft  Sector  w/Hub  Ring 
DSDD  10  Hard  Sector  w/Hub  Ring 
DSDD  16  Hard  Sector  w/Hub  Ring 
SSQD  Soft  Sector  w/Hub  Ring  (96  TPI) 
DSQD  Soft  Sector  w/Hub  Ring  (96  TPI) 


Pan* 

CE  quant, 
too  prlcv 
par  disc  (S) 

Fill 

1.99 

F111B 

1.79 

F31A 

1.99 

F131 

2.49 

F14A 

3.19 

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F145 

3.19 

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3,19 

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1.59 

M11AB 

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M41A 

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M51F 

2.99 

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1.69 

M18A 

2.79 

M43A 

1.89 

M53A 

1.89 

M14A 

2.79 

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M54A 

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M15A 

2.69 

M16A 

379 

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B- 

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5'/.' 

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6V.' 

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5'A' 

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5'A 

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5 'A 

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SSSD  =  Singre  Sided  Single  Densily:  SSDD  =  Single  Sided  Double  Density: 
DSDD  =  Double  Sided  Double  Density:  SSOD  =  Single  Sided  Quad  Density: 
DSOD  =  Double  Sided  Quad  Density:  TPI  =  Tracks  per  inch 

Buy  with  Confidence 

To  gel  the  fastest  delivery  from  CE  of  your  Wabasfi  computer 
proiducts,  send  or  phone  your  order  directly  to  our  Computer 
Products  Division.  Be  sure  to  calculate  your  price  using  the  CE 
prices  in  ttiis  ad.  Mictiigan  residents  please  add  4%  sales  tax  or 
supply  your  tax  I.D.  number.  Written  purchase  orders  are  accep- 
ted from  approved  government  agencies  and  most  well  rated 
firms  at  a  30%  surcharge  for  net  30  billing.  All  sales  are  subject  to 
availability,  acceptanceand  verification.  All  sales  are  final.  Prices, 
terms  and  specifications  are  subiect  to  change  witfiout  notice.  All 
prices  are  in  U.S.  dollars.  Out  of  stock  items  will  be  placed  on 
backorder  automatically  unless  CE  is  instructed  differently.  Min- 
imum prepaid  order  S50.00.  Minimum  purchase  order  S200.00. 
International  orders  are  invited  with  a  S20.00  surcharge  (or 
special  handling  in  addition  to  stiipping  charges.  All  shipments 
are  F.O.B.  Ann  Arbor,  Ivlichigan.  hJo  COD'S  please.  Non-certified 
and  foreign  checks  require  bank  clearance. 

For  shipping  charges  add  $8.00  per  case  or  partial-case  of 
1 00  8-incti  discs  or  S6.00  per  case  or  partial-case  of  1 00  5'A-inch 
mini-discs  for  U.P.S.  ground  shipping  and  handling  in  the  con- 
tinental United  Stales. 

Mail  orders  to:  Communications  Electronics,  Box  1002, 
Ann  Arbor,  Michigan  481 06  U.S.A.  If  you  have  a  Master  Card 
or  Visa  card,  you  may  call  and  place  a  credit  card  order.  Order 
toll-free  in  the  U.S.  Dial  800-521  -441 4.  If  you  are  outside  the 
U.S.  or  in  Michigan,  dial  313-994-4444.  Order  your  Wabash 
diskettes  from  Communications  Electronics  today. 

Copyrigtit  '  1982  Communications  Electronics"  Ad  #1 10582 

MEMBER 


-  MtMBtH         mmm 


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UtMIIMC  *SSDCI*IKM 


Order  Toll- Free!   wabash 
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In  Michigan  313-994-4444  UlSKetteS 


COMMUNICATIONS 
ELECTRONICS" 

Computer  Products  Division 

854  Phoenix  D  Box  1002  D  Ann  Arbor,  Michigan  48 106  U.S.A. 
Call  TOLL-FREE  (800)  521  -4414  or  outtlds  U.S.A.  (31 3)  994-4444 


sive.  A  few  computers  -  the  Timcx/Sinclair  T/S 
1000,  for  instance  -  work  with  an  ordinary  portable 
cassette  recorder,  which  you  may  already  own. 
Others  require  a  special  cassette  recorder,  which 
can  cost  $65  to  $90. 

Most  people  end  up  buying  a  starter  system 
that  includes  the  computer,  a  tape  recorder,  a  few 
programs  on  cartridges  or  cassettes,  and  often 
some  game  controllers  (joysticks  or  paddles).  It's 
a  good  idea  to  hold  off  on  buying  additional  cquip- 
nient  until  you're  better  able  to  tell  what  vou'll 
need.  Later,  you  can  add  a  printer,  disk  drive, 
additional  memory,  telephone  modem,  or  other 
accessories  as  vou  want  them.  © 


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Mail  the  attached  coupon  to  CPM  with  S1.25 
(check  or  money  order)  and  receive  our  listing  of 
computer  hardware  and  software.  Listed  below 
are  a  few  of  the  many  software  manufacturers 
currently  in  stock. 

Software  in  Stock  for  ■     Software  □ 

■  Apple  r  Broderbund       Quality  Software 


Atari 

Vic-20 

IBM 

Radio  Shiack 


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Sirius 
Synapse 


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Automated  Simulations 
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Avalon  Hill 


Over  1200  software  titles  currently  in  stock. 


Yes.  I   am  interested  in  Computer  Products  By 

Mail.  I  am  enclosing  a  check  or  money  order  for  SI  .25 
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PINBALlf-ATAR 


10  selectable  modes  of  play,  including 
Easy,  Competition,  High  Speed,  and  Cosmic. 

40  user-adjustable  parameters:  create  and 
save  your  own  custom  games. 

an  instruction  card,  a  hi-score  disk  label,  and 
a  16-page  manual  explaining  ail  of  the 
variations  available. 

all  for  only  $29.95  (for  the  Apple,  $34.95) 


LCXalC 

713  Edgebrook  Drive 
Champaign,  I L  61820 
(217)  359-8482 
Telex:  206995 


It: 


or  for  direct  orders,  specify  ATARI  400/800  (32K)  cassene  or  disk. 
APPLE  II  (48K)  disk.  Add  $1 .50  and  indicate  UPS  or  first  class  mail . 
Illinois  residents  add  5%  sales  tax.  Visa  and  MasterCard  accepted. 


■Appte"  is'tfie  rogistefod  tra<teniaft<  of  Apple  Cotnputer  Inc. 


COMPUTERS  AND 
COMPOSITION 


Joan  Vesper 


As  people  in  schools,  businesses,  and  homes  receive 
nnvc  n)id  more  papers  and  letters  icritten  by  computer 
rather  than  by  typewriter  or  pen,  they  may  feel  thai  the 
cursor  has  passed  them  by  and  that  loriting  as  they 
know  if  has  irretrievably  changed .  Students  in  particular 
zvill  )iotice  the  perfectly-formatted  papers  that  a  few  of 
their  classmates  are  turning  in.  Here  are  the  pros  and 
cons  ofu'ord  processi)ig  as  reflected  in  an  itifonnal  sur- 
vc\/  at  three  colleges. 


Last  year,  on  an  extended  visit  to  Boston  (Silicon 
Valley  East),  I  counted  myself  among  computer 
greenhorns,  and  I  wondered  what  it  takes  to  write 
"on-line,"  and  if  it's  worth  the  effort.  To  find  out 
the  answers,  I  visited  three  Boston-area  colleges 
(Babson,  Harvard,  and  Massachusetts  Institute  of 
Technology)  and  talked  with  students  and  staff 
who  regularly  compose  at  terminals.  In  addition 
to  interviewing  computer-users  at  the  colleges,  I 
interviewed  David  Winder,  assistant  overseas 
news  editor  of  The  Christian  Science  Monitor,  who 
has  two  years'  full-time  experience  writing  and 
editing  on-line.  Most  of  the  interviews  took  place 
at  campus  terminal  centers -large  rooms  equipped 
with  several  keyboards  and  matching  screens 
where  students  drop  in  to  use  a  terminal  much  as 
they  might  rent  a  typewriter.  One  Babson  student, 
Linda  Bailey,  was  interviewed  in  her  office  at 
Intelligent  Devices,  hic,  a  computer-related 
company  she  and  her  husband  started  in  1979. 

As  these  people  talked  about  using  computers 
to  write,  it  became  clear  that: 

1.  Most  do  not  use  a  computer  during  the 

prewriting  stage, 

2.  Some  do,  but  some  do  not,  use  it  during 
the  writing  stage,  depending  on  individual 
composing  habits  and  on  cost  and  availability 
of  computers. 

3.  Almost  all  prefer  to  use  a  computer  for 
revising  and  making  final  drafts. 

Their  reflections  on  using  the  computer  at 
each  of  these  stages  help  clarify  what  computers 
can  and  cannot  do  for  writers. 

62     COMPUTE!     Mov  1983 


Prewriting 

None  of  the  computer-users  interviewed  employs 
a  terminal  for  jotting  down  notes  days  before  he 
or  she  writes  the  first  draft  of  a  paper.  (A  special 
case  is  Jayne  West,  consultant  and  programmer 
analyst  at  MIT,  who  also  writes  stream-of- 
consciousness  poetry  on  the  computer.)  However, 
some  use  the  computer  for  data  analysis  at  this 
early  stage.  For  example,  David  Meltzer,  an  Eng- 
lish major  at  Harvard,  used  the  computer  before 
writing  a  term  paper  on  Byron's  Don  }ua\i  by 
counting  the  ratio  of  Byron's  use  of  the  personal 
pronoun  "1"  to  the  poet's  use  of  the  proper  noun 
"Don  Juan."  Because  of  the  preponderance  of  the 
word  "I,"  Meltzer  concluded  that  the  poem  is 
highly  autobiographical. 

Writing 

"It's  just  as  hard  to  sit  down  to  compose  in  front 
of  a  blank  screen  as  a  blank  sheet  of  paper,"  Melt- 
zer observes.  For  this  and  other  reasons,  only  the 
most  enthusiastic  computer  users  in  this  survey, 
a  group  of  undergraduates  on  MIT's  Student  In- 
formation Processing  Board  (SIPB)  who  guide 
other  MIT  students  in  the  use  of  MIT's  terminals, 
use  computers  to  write  out  first  drafts  of  papers. 
Steeped  in  technology  and  having  free  access  to 
state-of-the-art  equipment,  SIPB  "hackers"  (com- 
puter enthusiasts)  compose  at  a  terminal  by 
preference. 

But  most  of  those  interviewed  do  not  turn  to 
the  computer  to  write  a  draft  until  after  they  have 
gone  through  the  "diagramming  and  scratching- 
out  phase."  Others  postpone  their  approach  to 
the  computer  even  longer.  Whether  or  not  writers 
compose  on  paper  or  at  the  terminal  at  this  stage 
in  the  writing  process  involves  two  considerations: 
individual  writing  habits  and  computer  avail- 
ability. The  habits  include  what  hardware  these 
people  have  used  in  the  past  for  composing,  how 
fast  they  think  while  writing,  and  how  much  dis- 
order they  can  tolerate.  Regarding  hardware, 
users  say  either  they  have  always  composed  at  a 
keyboard  -  typewriter  or  terminal  -  or  they  have 
always  composed  with  pencil  or  pen. 


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In  the  first  group  is  Bill  York,  an  MIT  under- 
graduate, who  says  he  composed  on  a  typewriter 
until  he  was  a  freshman  at  MIT,  but  has  since 
written  everything  on  the  computer.  "I  never  use 
a  typewriter  unless  nothing  else  is  available,  like 
when  1  go  home  for  vacations,"  he  says.  Jeff 
Schiller,  another  MIT  undergraduate,  concurs:  "I 
was  always  a  composer  at  the  typewriter,  so  the 
transition  to  computer  was  easy."  As  members  of 
the  SIPB,  both  students  meet  many  computer- 
users  who  compose  with  pencil  or  pen.  "They 
did  in  the  past,  and  they  still  do/'  they  observe. 

In  this  category  of  yellow-pad  composers  is 
Mary  Phelan,  a  text  processor  at  Harvard,  who 
uses  the  computer  only  for  final  drafts.  "I  hand- 
write  my  drafts  first,"  she  says.  "It's  the  way  I've 
always  done  it."  She  explains  that  for  her,  "There's 
something  about  being  able  to  touch  the  paper 
that  makes  me  feel  more  in  touch  with  what  I'm 
writing.  And  I  like  to  carry  around  what  I've  writ- 
ten. You  can't  very  well  put  a  terminal  in  your 
pocket  and  look  at  it  on  the  subway."  Another 
writer,  Fred  Pickel,  who  characterizes  himself  as 
a  "cut-and-paste  artist,"  puts  off  working  at  a 
terminal  until  later  in  the  composing  process 
because  he  likes  to  have  all  his  work  spread  out 
around  him  where  he  can  see  it.  "The  computer 
limits  your  vision  to  one  page  at  a  time,"  he 
points  out. 

Another  personal  reason  for  using  a  computer 
during  the  writing  stage  is  offered  by  Winder, 
who  finds  that  the  computer,  unlike  a  typewriter 
or  a  pen,  can  keep  up  with  his  thoughts. 

Tolerance  for  disorder  is  a  final  factor  of  per- 
sonal composing  style  that  enters  into  decisions 
about  using  the  computer  for  early  drafts.  Some 
of  those  interviewed  are  discouraged  by  piles  of 
papers  with  mistakes,  cross-outs,  and  arrows. 
One  touch  of  a  computer's  "Delete"  key  and  such 
impediments  vanish. 

Bailey,  the  Babson  student-entrepreneur, 
says,  "I  used  to  get  very  confused  by  all  the  ideas 
going  through  my  mind.  I'd  write  them  all  down 
in  a  series  of  drafts,  and  then  I  got  confused  seeing 
too  many  ideas  written  down.  But  with  a  com- 
puter, I  keep  typing  at  the  keyboard,  not  making 
corrections,  thinking  of  the  next  sentence  and  not 
worrying  if  I've  said  it  correctly,  knowing  I  can  go 
back  and  remove  any  sentence  without  making  a 
sloppy  mess  of  the  paper."  Meltzer  is  also  affected 
by  the  appearance  of  what  he  writes:  "It  used  to 
be  that  when  I  wrote  a  sentence  three  times  I  had 
a  mess.  The  computer  eliminates  such  eyesores." 

There  is  also  the  cost  and  availability  factor. 
This  is  easy  for  the  non-user  to  overlook,  but  it  is 
very  important  in  practice.  Fortunate  in  this  regard 
are  computer  owners,  such  as  Bailey,  who  has 
four  terminals  in  her  company  office.  Students  at 
colleges  which  supply  free  computer  accounts  for 

M     COMPUTIF    May  1983 


both  computer-related  courses  and  independent 
projects,  such  as  writing  assignments,  are  also 
lucky.  Students  who  have  to  pay  out-of-pocket 
for  computer  time  are  sometimes  cut  off  from  a 
desirable  tool.  "My  budget  isn't  big  enough  to 
use  the  terminal  for  anything  but  final  drafts," 
says  Pickel,  an  MIT  doctoral  student.  As  more 
and  more  people  become  sophisticated  in  the  use 


Computers  free  writers 

from  retyping  correct 

sections  of  the  paper 

and  allow  them  to 

concentrate  on  rewriting 

incorrect  ones. 


of  computers  and  want  to  use  them  for  indepen- 
dent work,  administrators  of  college  computing 
services  foresee  more  fees  and/or  more  restrictions 
on  use  of  college  equipment. 

Besides  cost,  location  of  terminals  is  another 
consideration.  As  mentioned,  some  people  write 
drafts  in  longhand  because  they  do  not  have  com- 
puters at  home.  Others  avoid  computers  when 
writing  drafts  because  they  can't  concentrate  in  a 
terminal  center.  These  rooms  may  be  filled  with 
50  machines  and  more  than  30  people,  especially 
during  rush  times  -  such  as  the  day  before  a  big 
paper  is  due,  the  late  afternoon  hours  when 
evening  students  arrive  on  campus  anci  day  stu- 
dents haven't  yet  gone  home,  and  the  end  of  the 
term.  At  Harvard's  Science  Center,  the  terminal 
room  "gets  very  noisy  and  it's  hard  to  think," 
math  majors  Bruce  Molay  and  Jeff  Tecosky  point 
out.  Hilary  Hodgson,  working  on  her  M.  A.  in 
city  and  regional  planning,  adds  that  Harvard 
students  sometimes  have  to  sign  up  24-hours 
ahead  for  a  terminal.  Of  course,  even  alone  in  a 
quiet  room  with  a  terminal  all  to  oneself,  a  writer 
may  face  interruptions  in  the  form  of  messages 
from  other  users  flashing  across  the  screen.  This 
is  the  situation  at  SIPB,  whose  members  belong  to 
associations  of  users  who  keep  each  other  posted 
via  the  display  screen  on  subjects  of  mutual 
interest. 

In  every  case,  users  agree  that  the  day  a  per- 
son plans  to  write  a  paper  is  not  the  day  he  should 
learn  how  to  operate  the  computer.  Most  problems 
occur  in  simply  getting  the  paper  into  the  machine. 
After  that,  the  computer  is  generally  an  advantage 


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can't  get  a  printer. 

Revising 

After  the  writer  has  a  first  draft,  most  agree  that  a 
computer  is  preferable  (with  a  few  minor  draw- 
backs) to  typewriter  or  pen  for  the  rest  of  the 
composing  process. 

First,  drawbacks.  On  a  short  paper,  the  effort 
of  getting  into  the  machine  -  logging  on  and 
creating  a  file  with  a  list  of  specifications  for  for- 
matting -  isn't  worth  it,  even  with  the  revision 
capabilities  of  the  computer,  according  to  two 
Babson  users.  Also,  the  time  lag  between 
keyboarding  a  revision  and  seeing  it  on  screen  - 
sometimes  as  long  as  30  seconds  -  is  frustrating, 
says  Schiller.  The  lag,  he  explains,  is  due  to  time 
sharing,  or,  as  he  jokes,  "ITS"  -  incompatible 
time  sharing  -  where  as  many  as  73  users  may  be 
plugged  into  the  same  computer.  "There's  a  lot  of 
competition  for  the  attention  of  the  machine," 
Pickel  explains. 

Another  problem,  when  editing  bv  computer 
is  the  time  it  takes  for  the  cursor,  or  pointer,  to 
move  to  the  characters  on  the  screen  that  the  user 
wants  to  change.  "My  eye  and  a  red  pencil  can 
move  faster,"  says  Winder.  He  adds  that  seeing 
only  a  screen's  length  of  a  story  (120-150  words) 
instead  of  the  entire  work  is  a  handicap  when  he 
wants  to  move  around  chunks  of  copy,  and  par- 
ticularly when  he  is  searching  for  a  lead  that  may 
be  buried  deep  in  the  stoiy.  Another  drawback 
occurs  when  a  professor  specifies  the  tvpe  of  paper 
he  wants  students  to  use  in  an  assignment,  such 
as  bond  with  a  certain  rag  content.  To  remove 
from  the  computer  standard  paper  with  tractor 
edges  and  feed  in  special  paper  is  expensive  and 
time  consuming. 

(Editor's  Note:  Mercifulh/,  tlicse  dclni/s  and 
frusti'iilkvis  do  not  apply  to  zvord  proccfisiii^  on  personal 
coiiiptiters.j 

In  spite  of  these  drawbacks,  most  users  agree 
that  computers  make  their  greatest  contribution 
during  the  revising  stage:  they  free  the  writer 
from  retyping  correct  sections  of  a  paper  and  allow 
him  or  her  to  concentrate  on  rewriting  incorrect 
ones.  "After  you  learn  how  to  use  the  computer  - 
and  there  is  a  learning  curve  -  it  takes  about  one- 
third  the  time  to  edit  as  it  would  by  typewriter, 
because  with  a  computer,  you  retype  only  the 
things  you  want  to  change,"  Schiller  observes. 
But  he  cautions  that  the  computer  is  a  "two-edged 
sword"  in  this  respect.  While  it  allows  a  better 
final  product,  it  also  creates  demand  for  a  better 
final  product.  That  is,  as  professors  catch  on  to 
the  computer's  abilities,  "they  may  make  you 
revise  small  sections  of  a  paper  that  earlier  they 
would  have  let  pass." 

66    COMPILE!     May  1983 


An  added  benefit  of  the  computer  during  the 
revising  stage  is  noted  by  a  group  oi  \  larvard  users 
who  find  that  a  computer  is  great  for  group  work. 
Each  member  can  feed  his  or  her  revisions  into 
the  machine,  and  then  the  group  can  request 
multiple  copies. 

Furthermore,  the  computer  allows  relatively 
fine  strokes  in  the  revising  process.  For  example, 
some  programs  have  spelling  glossaries  which 
store  correct  spellings  of  a  few  thousand  words, 
including  specialized  words  the  user  might  add. 
The  computer  displays  spellings  in  a  composition 
that  deviate  slightly  from  the  words  on  this  list 
and  displays  correctly  spelled  alternatives  that 
the  user  may  have  intended.  The  user  selects  the 
correct  spelling,  and  the  computer  automatically 
inserts  this  spelling  throughout. 

Evasion  Of  Displeasure 

Another  fine  stroke  is  the  computer's  ability  to 
Ti'ord  count.  Mcltzer  says  he  reviews  his  essays  in 
this  way  as  a  check  on  style.  For  example,  in  an 
essay  on  Emily  Dickinson,  whose  poetry  he  does 
not  like,  he  founci  he  often  used  phrases  beginning 
with  "of"  instead  of  possessive  nouns.  "It  was  an 
evasion  of  displeasure,"  he  concluded,  since  the 
"of"  construction  was  less  direct. 

While  the  computer  can  analyze  text  word 
for  word,  as  it  does  when  it  checks  spelling  or 
word  frequency,  it  cannot  vet  work  at  the  level  of 
syntax.  "So  if  your  problem  is  Baroque  sentence 
structure,  you're  out  of  luck,"  says  Love.  But  he's 
cjuick  to  add  that  a  group  of  MIT  professors  is 
working  on  the  application  of  computers  to  the 
analysis  of  grammar. 

Capping  the  triple  ability  of  the  computer  in 
the  revising  stage  -  it  minimizes  retyping,  it's 
good  for  group  work,  and  it  allows  word  for  word 
analysis  -  is  the  bonus  that  makes  computer  com- 
positions irresistible  for  many  writers  and  their 
readers:  the  final  product  can  be  100%  typo- 
graphically accurate,  with  justified  right-hand 
margins,  and  printed  in  a  variety  of  type  fonts.    © 


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Tha  Fim  Back  ol  OHIO  a  |S7  S7.» 
Th«S.iMtiil5dokaf  OHIO  ^  MiS  tlSb 
TiM  Thiftl  Boo^  at  OHIO  »  1^9  fiT.95 
Tha  Fourrh  Book  d(  OHIO  ^1M  S9.95 
Thi  FiMf^  BookofGHIO       ■'f^S^     E7.95 

Bar*  bMrdJ  fnCH^  the  Ctuiiom  A?PL£  Book 


thcaistomoDiiie 


6522  i;0  Bovd 
CPROM  Borrar 
eK  EPFlOM'RAMSoArd 
PiotoTVping  boartf 


t:EC%  £39.00 
=  fiO/  £49.00 
^eC9  S29.00 
3^&&1  t29.DQ 
:*Bq«S4gJka 


Otdf  twQ  b(wr(h  and  igait  in«  bo(A  FREE' 


Th«   Cui^lom    Apfte   +    OPi** 
MyKariti  -  A  C0!npl*te  aoide 
!o  tujiomiiing  iltt  AppI*  SofV 
wajB  aitf  Hardware. 
Ordtr-No.eai  S24.9S 


Mil  alto  nock  itw  boaiili 
•wMch  arc  ined  in  iha  booh 
"Tha  Cuitom  Appla.  " 
;bara  bOMthl 


F^ogiainininB  m  8SD2  UachirK 
Leqiragii  on  yuih  ?EJ  *  C&M 
2  canipl^na  Ed.tor/Afeinbleri 
ISoutcE'  foije  3  h«xdump  ■*  dat- 
cjiptkon  phit  g  powerful 
machiTHt      tinjuage      nwirtor 

Drdar-Wo.lfiA  £19.95 

Abova  *d*rhbbn  on  canana 
jBoofeHo.  IfiBmchidatf). 
Ordw-l^o.4BU  &39.9S 


P^qfrunming     in    BASIC    ind 
ffittinifm     lan^Epc     with    tha 
7X41  l£2lorTIMEX)tM0, 
OtdtrNo  174    Ibook^   S9.95 

Srtiall  Bu  linen  PrDvanU 

GshtrtilBi*      iFtilnji      for      tha 

lAi$intu  UHf.lnvant^ifY'''^^^* 

!>vriina,  rnail'HQ  Im  aiW  much 

n^ora. 

OidarNo.  1S6  £14.00 


EDfTOR/ASSBHBta 


dONP 


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COMING  SOON! 

ORDER  rVOVIII 

Lode    m  Tha  hrium 

tth  YOU'  ATaAJ 

I  (AUrolc^y  »rid  h^.w.  tn 

E  do  vow  <?i*n  riQ>u)tgOa 

njhf  ATArflWOI 
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Attrolofy      and      SiO' 
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ZZ'   ''    •T»CknJarNa.72itaS29.« 
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'  Onkr-N9.7222S29.d5 


No- 164 

TTw      p<w)rami      from 

txML   No,   It>4  on  diU 

lEnol'  tnclitclvdl. 

Ort«-No.71WJI2flOO 

Pto^ami     from    Book 

No.  1B7  on  dlih  [book 

indudKiJ 

Ordar  No.  7221  £29:96 

GUN'FIGHT 

Thii  i}iina     (MCdt  rvvo 

^VEckJti.     Anirruiioni 

ioundComai       on       a 

bootabkcanatta. 

DrderNo.  7207(19.95 


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o5  ca^Mtlc.OncludnATUUNA-l]. 
DrdaiNo.  7099  cEtk  vaiutm  £83.00 
Ordar-No.  7999  rartridga  vcrnon  fi12SJn 
ATAS 

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capdbjlily   CuuTle-tut^ 
OrdaiNo.  TOSS      ^K  RAM  f  4fi.95 

0<i«>  No.  7998      4eK  RAM  849.95 

Programfor    


y  ATMONA^ 

Thit  If  a  n»cM 

atf)u9;af|  ttut  ktt  vou 

aaptora    itH    ATARI    RAM/ 

ROM  >r«a    Yo-j  c«n  no^  v  {»*- 

womlv      ulectU     aidrni.     opcoda.     or 

vpUBnd.    Alto    very    laiuBbCa    In    unde^ 

Rarrdind       itie       miCfDp'Dmwr  Includes 

ATMOfJAI. 

Otriar-No.  7tH^  osvtta  vwuan  S43:» 
0«thfNcL7D5a  Aikwiiati  £54.00 
ATMONAl 

A  cour«rfur  ri9dch4i>»  lan^age  monitar. 
OiMiia^C>l«.  (JUTtD  (h»A  and  ASCill, 
t^iTiifk  fri«fiX>iY  toonioir.  block  iranrlw, 
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laryi»9a  progmtn.  ran  (KD^^m.  Piintcr 
DOtian  via  thrve  diffeirni  iniarlicrt 
Drdar-No.  7072  cntftu  varilan  SlQ.95 
Ordai  ho.  7023  diik  wn«m  £24.95 
Oidtf «».  7024   carDbd^n.uon   169.00 


FORTH 
(rofli  Elcomp' 
PubllihfniLtnc.  ii  in  ex- 
tardnl  Figl^Dfth-vtMion,  Editor 
ftKi  i;0  pacfcags  indudad.  Ublity 
picica^e  indtides  dKomptliti,  Mctor 
core.  HcK4tuRV  (ASCIII.  ATARI 
F)Stfiandl)^ng.  untl  graphic  vKI  wuftd, 
loyillck  pfogram  ar>d  playti  nunik. 
Extramalv  pmwrf  id* 
Or^l4«'-No.70SS  diih  £39:9& 

Roaling  poinl  padkaga  wiPi  iri^oQ. 
fTfllilc  lu<tclioni(0-SQnl 
Ordar<«lB.  7230  dnh  £29.95 

LMfn-FORTH    irom    Ekomp    PubFt- 
ihing.  Inc. 

A  tUnCt  trf  Fig-Fonh  tor  the  beg-tvHr. 
On   diik   ia2K   RAMI   «  on  canvtla 
tlARAm. 
1>dar^lo.  7053  £  19.96 


.-  *-  {Ca^.-i»il 


DnUf-No.  23D9 
M«ilir>g  Lilt 


£4.95 
£lfl-95 


HatdfirvAODOhti 

tor  ATAfll 
EPROM         BOARD 
■[C*H>«: 

owo      4h      EPflOMf 
(25321.         EPflOMi 
noi  incl^MM- 
ll'^  -  ^    7043  £29.96 

EPROM  BOARD  KIT 

Same  ai  ahoM  but  tufc  biHrd  linJy  wil^ 

Ordir-No.  7234  £14.95 

Pnntar  IntarTaca 

Tfu»  conjiFueficn  anicM  nuntt  wvlth  j>nn- 
tM  orctibt  tid«rd  f  wftwara  Vou  can  uia 
Tha  tPSOW  oimtar  wiitinui  ih«  ATARI 
pfiniK  ioi*(1#ar.  (GinKpori  3  and  4). 
Ofdar-No.  7211  819.9S 

RS332  IntariK*  Iv  yodi  ATARI  400/600 
So'twSTD  *  connKfor  *  cwnstr  aitida. 
Or^.Na.S29l  £19.35 

EPROM  BURNER  for  ATAfll  400/300 
A'cfcl     wilfi     (pTFKpon.     No     addriinfijl 
powei     ujOf>4yCafn«4    comiil.    aiMmOM 
with  lofitwaia  12TT6J/32JS33I. 
Drdw-N4.7D42  £179.00 

EPBOM  BURNER  for  ATARI  4DO;»00  Kit 
'Prirhtml   circuit  ticuird   liKit.   Mitlwara   and 
ej<itr™iw  cofiitruciton  anicFa 
OtdBT'No  7292  £49.00 


^1 


Invenury 
1  Conirol  —  Coii- 

n-'eiclv  rrwnu  dii*tf(, 
Order-No.  72T4  cau.  £19.95 
Ofrhf  Ho.  72t5  dhk  whan  £?dS 
irmhoa  atrinng  fw  Small  Bijun*H 
Tfi-i»  (so^vTi  rrjkov  -iMitlng  invOicax 
eaiv 

Ordat-N*,  7201  oucrt*  v*f tu>n  £29.95 
Ordat  No.  7200  ink  vwMon  £39.95 
ATAMENtO  '-  Th*  ii  Ifia  dalu  block  vc^ 
ilwayi     wanlad.     Mtkn     aMacthra     itme 

pljfmvjvMv* 

OictofNo.  7390         iJitkortly  £29.95 


MtiliAi^ 

-"  LHt  -  Th-i,  menu 
drnnn  ■^a^t^m  alicni 
Uw  RTUJI  tkuttrtaii  man  |6 
he«P  uach  of  rttnlan  *fid  cajjtomtn. 
YlWi  C»f>  warch  (or  a  nima  o<  acldraif  of 
a  oarraifl  town  iir  for  in  odUrau  vviih  a 
iOMTain  n«i«'  &0  Mffheuin  w  nut  jnio 
ona)(l« 

Onter  No.  7212  cawttt  n<wMi  £1995 
Ord»-No.  7213     4A  <^T»kw     £2455 


tfnonmt.  II 

iCrolljng. 
artd  figh! 
ebrn(nW»di 

OcdorNr*, 


AT5XT-1 
Thii  wordprooacr 
tian  evcai;«ot  buy  Iw  ^Kir 
:  faaiuTBs  screen  iviapiid  edibflig. 
tTiring  sewch   (avan   r^ttttdl.  Jefl 
mars^n    junjficjt.on     Ow?    30 
L    Taxi  can  be  uwd  »n  didk   ot 

7210  coMtwvMiion  £29^ 
721B  ibikvaraion  £34,95 
7217  cjrtridga  vanion  £59.00' 
lai*  >h«  BIT3&0a)l  cvciii  avail 
C»h  !»9iilf  for  ATARI 
dhlc  onty  (49^ 


1.7307 


Deflector 


FrankJ.Tyniw 


You'll  find  that  tlii^  giinic  /s  quitt'  a  brainlcascr. 
Sfratcgicnlh/  placing  yam  Deflector  and  predicting  n 
bouncing  ball's  trojectory  is  no  easy  task.  If  you  like 
realtime  strategy,  Deflector's  dynamically  changing 
play  field  will  provide  hours  of  challenging  fun. 
(Versions  for  the  uncxpanded  VIC,  Atari  4001800,  and 
Apple  II.) 


This  is  an  adaptation  for  the  5K  or  8K  VIC  of  Frud 
Dunlap's  Deflection  program  (frt)m  Vol.  1, 
Number  3,  PET  User  Notes).  The  idea  of  the  game 
is  simple.  A  ball  bounces  from  side  to  side  or  from 
top  to  bottom  of  the  screen.  Pressing  the  left  arrow 
key  above  the  control  key  will  print  a  slash  in 
front  of  the  ball's  path,  deflecting  it  90  degrees. 
The  FT  key  will  print  a  backslash  (\).  Your  goal  is 
to  deflect  the  ball  into  the  square  targets,  using  as 
few  slashes  as  possible  to  achieve  the  highest 
score. 

Scoring  is  ten  points  for  every  block  hit,  minus 
one  point  for  every  slash  used  and  minus  five 
points  for  every  slash  on  the  screen  if  you  hit  the 
panic  button.  The  panic  button  is  the  British  pound 
sign  {£).  If  you  get  too  many  slashes  on  the  screen 
or  deflect  yourself  into  a  corner,  hitting  the  panic 
button  will  remove  all  slashes,  subtract  five  points 
per  slash,  and  resume  the  game. 

The  subroutine  at  63000  is  a  useful  utility  you 
mav  want  to  include  in  other  programs.  When 
the  program  starts,  it  asks  "adjust  screen?  (y/n)"- 
The  screen  will  switch  to  a  black  border  and  white 
background,  and  color  bars  for  fine  tuning  your 
set.  The  cursor  control  keys  will  move  the  entire 
screen  up,  down,  left,  or  right  to  adjust  for 
your  TV. 

Press  D  when  done  adjusting,  and  the  pro- 
gram asks  if  you  want  instructions.  Then  it  will 
ask  for  number  of  targets.  The  program  then  will 
select  random  screen  locations  for  the  targets  (160- 
200).  Lines  700-990  handle  the  score  display  and 
rerun  lines.  Lines  4300-6210  are  the  sound  rou- 
tines. This  program  works  on  the  unexpanded  VIC 
or  with  the  3K  cartridge  suggested  modifications. 

Instead  of  a  block  for  a  target,  you  could  use 
programmable  character  functions.  The  targets 
could  be  germs  or  political  symbols,  or  instead  of 
a  ball  you  could  use  up,  down,  left,  and  right 
darts,  arrows,  anything. 

66     COMPUTE!     Uav)963 


A  typical  game  of  "Deflector,"  VIC  version.  (Other  versions 
use  similar  character  graphics.) 

Program  1:vic  version 

10  PRINT" (CLEArI ":TR=208:J=3:BC«36879:VO= 

BC-1 : S4=BC-2 : S3=BC-3 : S2=BC-4 : Sl=BC-5 
20  GOSUB63000:POKEBC,93:V=15 

122  PRINT" {down} INSTRUCTIONS?  (Y/N) 

123  GETV$:IFV$=""THEN123 
125  IFVS="Y"THENGOSUB1000 
130  PRINT" {clear} "CHR$ (142) 
140  K=0:T=0:CL=5 

142  INPUT" {down} HOW  MANY  TARGETS" ; J :J=ABS( 

J) 

144  IFJ>506THENPRINT"TDO  MANYl " : G0T0142 

146  IFJ<10ORJ>200THENPRINT"{DOWN}BRAVE,  AR 

EN'T  YOU?" 

155  FORI=1TO1000:NEXT SPRINT" {clear j ":GOSUB 

7000 

157  SS=7680:SR=38400 

160  FORI=lTOJ 

170  A=INT{506*RND(1) ) 

180  IFPEEK(SS+A)=TRTHEN170 

185  POKES2,0:POKES3,0 

190  POKESS+A,TR:POKESR+A,6;GOSUB4300 

200  NEXT I 

205  POKES2,0:POKES3,0 

210  A=INT(506*RND(1) ) 

2  30  U=A+SS 

240  DI=1:IFRND{1) >. 5THENDI=-1 

300  GETX? 

310  IFX$<> ""THEN600 

3  20  NE=U+DI 

330  IFABS(DI)=1THEN430 

340  IFDI>0THEN380 

350  IFNE<SSTHENDI=-DI :GOSUB6000:GOTO320 

3  55  A=NE 

360  IFPEEK(A)=77THENDI=-1 :NE=NE-1 
370  IFPEEK(A)=7aTHENDI=l:NE=NE+l 
375  GQTO530 


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380  IFNE>SS+506THENDI=-DI:GOSUB6000:GOTO32  0 
390  A=NE 

400  IFPEEK(A)=77THENDI=1:NE=NE+1 
410  IFPEEK(A)=78THENDI=-1:NE=NE-1 
420  GOTO530 
430  IFDI>0THEN490 

440  IPNE-22*INTCNE/22}=1THENDI=-DI:G0SUB62 
00:GOTO320 

4  50  A=NE 

460  IFPEEK(a)=77THENDI=-22:NE=NE+DI 

470  IFPEEK(A)=78THENDI=22:NE=NE+DI 

480  GOTO530 

490  IFNE-22*IKT(NE/22)=2THENDr=-DI:GOSUB62 

00:GOTO320 
500  A=NE 
510  IFPEEK(A)=77THENDI=22:NE=NE+DI 

5  20  IFPEEK(A)=78THENDI=-22:NE=NE+DI 
5  30  P0KEU,32 

540  IFPEEK(NE)=32THENP0KENE,81 :U=NE:GOTO30 

0 
550  IFPEEK (NE)=TRTHENK=K+1 :SC=SC+10 
552  IFPEEK(NE)=TRTHENGOSUB5000 
5  55  POKENE ,170: U=NE • F0RI=1T025 : NEXT 
560  IFK=JTHEN700 

5  70  GOTO300 

600  IFX?  =  "i-"THENA=78:GOTO630 
610  IFX?= " [F1 1 "THENA=7 7 : G0T06 30 

615  IFX?="£"THENGOSUB2000 

616  IFX5="Q"THEN990 
620  GOTO320 

625  GOSUB4600 

6  30  IFPEEK (U+DI ) =32THENPOKEU+DI , A: SL=SL+1 : 

SC=SC-1 
640  GOTO300 
700  REM 
712  PRIST" (clear! ":POKEBC,  125 

715  IFSC>HSTHENHS=SC: PRINT" {rev}  NEW  "; 

716  PRINT"HIGH  SCORE: "HS"ElEFT)  " 
720  PRINT" [down} IT  T00K"SL"SLASHES 
730  PRINT" (DOWnItO  HIT" J "TARGETS" 
905  PRINT" (down} YOUR  SCORE" ;SC 

910  PRINT" (02  D0WN}TRY  AGAIN? (Y  OR  N) " 
920  GETW? :IFW$=""THEN920 

925  IFW?="N"THEN990 

926  SL=0:SC=0 

930  PRINT:PRINT"HOW  MANY  TARGETS" ;: INPUTJ 

940  J=ABS(INT(J) ) 

960  PRINT" [clear] ":POKEBC,93:GOSUB7000:K=0 

:T=0:GOTO155 
990  PRINT" (clear) ":P0KEBC,27:END 
1000  PRINT" [clear]" 
1010  PRINTCHR$ (14); "   THE  OBJECT  OF  THIS 


1015  PRINT" 
1020  PRINT" 


down] GAME  IS  TO  DEFLECT  THE 
DOWN] [UP]BALL  into  THE  BOXES  BY 

1025  PRINT" [down] (UP]USING  _  AND  Fl  KEYS 

1030  PRINT" (down] TO  PRINT  DIAGONALS  IN 

1035  PRINT"  [down]  ITS  PATH.  I_F  YOU  GET 

1040  PRINT" (D0WN}STUCK  IN  A  LOOP  USE 

1045  PRINT" (DOVrtj] THE  \  KEY  AS  A  PANIC 

1050  PRINT" {dOWN}bUTTON. 

1085  print" (03  D0WN}HIT  ANY  KEY... 

1090  GETB$:IFB$=""THEN1090 

1100  PRINT" (clear) {D0WN}SC0RING  IS  10  POINT 

S 
1110  PRINT" [DOWnJpER  BLOCK  HIT,  ONE 
1120  PRINT" [DOWNJpOINT  SUBTRACTED  FOR 
1130  PRINT" [down] EVERY  SLASH  YOU  LAY, 
1140  PRINT'- [down] AND  -5  FOR  EVERY  SLASH 
1150  PRINT"ON  THE  SCREEN  IF  YOU 
1160  PRINT" (DOWn)HIT  THE  PANIC  BUTTON. 
1170  PRINT"{04  D0WN}HIT  ANY  KEY  TO  START.." 

1180  GETA$:IFA$=""THEN1180 

1190  RETURN 

2000  FORI=SSTOSS+506 


2010  IFPEEKCI ) <>77ANDPEEK(I) <>7BTHEN2030 
2020  GOSUB4300 : P0KES2 , 0 : POKESS , 0 : SC=SC-5 : PO 

KEI,32 
2030  NEXTI 
2040  RETURN 

4300  SO=INT(RND(1)*100)+129 
4310  P0KEV0,V:POKES3,S0:P0KES2 
; RETURN 
; FORS=128TO250STEP10 


, S0:F0KT1=1T0 


:POKES4,0: RETURN 

:POKES3,2  50:FORII=1TO25:HEXTII 

:POKEVO,0: RETURN 

: P0KES3, 245: FORI I=1T025: NEXTI I 

;POKEVO,0 


:H=PEEKC368 


3  5:NEXTTl; 
5000  POKEVO.V; 
5010  POKES4,S 
5020  NEXTS 
5030  POKEVO,0:1 
6000  POKEVO.V :I 

:POKES3,0:I 
6  200  POKEVO.V :I 

:POKES3,0:I 
6210  RETURN 

7000  FORI=38400TO38905:POKEI,6 :NEXT: RETURN 
63000  REM  SCREEN  ADJUSTMENT 
63010  POKE36879, 24:PRINT" [CLEAR}  ' 

64) :V=PEEKC36865) 
63020  PRINT"ADJUST  SCREEN?  (Y/n)" 
63030  GETA? :IFA$=""THEN63030 
63040  IFA$="Y"GOTO63060 
63050  PRINT" (clear) (bLK] "; : RETURN 
63060  PRINT" (02  D0WN}USE  THE  CRSR  KEYS  TO 
63070  PRINT" [down] MOVE  SCREEN  AND  THE 

63080  PRINT" [DOWnJlETTER  D  WHEN  DONE[02 

down] 

63081  PRINT" [rev] {red} RED  " 

63082  PRINT" [rev) (CYN}CYAN 

63083  PRINT" (rev) {PUR]pURPLE 

63084  PRINT" (rev) {GRN)GREEN 

63085  PRINT" {rev} {BLU}BLUE 
PRINT" (rev) [YEL)YELL0W 
GETA5  :  IFA?!^"  "THEN63090 
IFA5="D"THENPRINT" (clear) [BLK] "; :RETUR 


63086 
63090 
63100 
N 
63110 
63120 
63130 
63140 


IFA$="[UP} "THENV=V-1:IFV<0THENV=0 
IFA5="{D0WN} "THENV=V+1 sIFV>40THENV=40 
IFA$="{lEFT) "THENH=H-l:IFH<aTHENH=0 
IFA$="{ right] "THENH=H+1:IFH>17THENH=17 


63150  POKE36864,H:POKE36865,ViGOTO63090 


Notes  On  The  Atari 
And  Apple  Versions 

For  the  Atari,  use  the  two  keys  with  slashes 
on  them  (the  plus  key  and  the  question  mark) 
to  place  your  slashes.  The  ball  will  deflect  at 
a  90  degree  angle.  When  the  game  begins, 
you  should  hold  down  [SELECT]  and  the 
screen  will  start  to  fill  with  targets.  Let  go 
when  you  think  you  have  enough. 

For  the  Apple,  enter  the  number  of 
targets  you  want  to  play  with.  Very  few  or 
very  many  targets  makes  for  a  difficult  game. 
Use  the  left  and  right  arrow  keys  to  lay  down 
slashes. 

For  either  the  Atari  or  Apple,  use  the 
ESCape  key  as  the  panic  button  if  your  ball 
gets  trapped. 


70    COMPtlll!     Moy19a3 


HAVE  you  FLOWK 


\ 


^>' 


''^i 


pavement,  your  pulse  quickens,  you're 

down,    but  watch  it,    you're  pulling 

risht!     Brakes,    brakes!    Left    more! 

You've   stopped  safely!   Good  job. 

t      The   first    real-time    flight  simulator 

\,      for  ATARI   is  nov^  available  from 

L\      AAMG  Micro  Software.  Written  en- 

.■i\      tirely     in     machine     language, 

:;  \      there  are  four  levels  of  difficulty, 

\      landings    in    clear    or    foggy 

^  \     weather,  landings  with  or  with- 

\      out  instruments,  and  with  or 

\     without  the  real-time  view 

"A      from    the    cockpit.    Final 

\      Flight!    requires    Atari 

A      400/800,  24K,  1  joy  stick, 

l.\     and  is  offered  on  tape  or 

\     disk  for  the  same  sug- 

\      gested    retail     price 

\      of  S29.95. 


'■§^ 


^^i*Qy;: 


vm^ 


Imagine      \ 

yourself      \         ^/ 

at  the  con-      \      t  ' 

trols     of    a      \    '-'"    ^ 

small,  single-     \ 

engine    plane,     \ 

10,000    feet   in     \ 

the  air,  on  your     \ 

approach  to  the     \ 

runway  and  safe-     \ 

ty.  You're    running     \ 

low   on   fuel,     but     \ 

your      instruments     \ 

show  that  you're  on     \ 

the    glide    path,     and      \ 

lined  up  with  the   run-     \ 

way.    It's  a  beautiful,  sun-     \ 

ny  day,  and  you  can  see     \ 

the  airport  in  the  distance,     \ 

across  the  grassy  fields.   But     \     „^. 

the  crosswind  is  tricky,  and  it     \  "X' 

will  take  all  your  skill  to  land     \  .- 

safely.    You're    coming    down     V  / 

now,   and  the  runway  is  getting     \\ 

closer.  A  bit  left,  OK,  now  lower     V 

the  power,  fine,  now  put  down  the     > 

flaps.  Pull  the  nose  up  a  bit  more, 

you're  a  little  low.  Watch  the  power! 

Don't    stall.    OK.    Here    comes    the 

runway.  You  hear  the  squeal  of  tires  on 


Y< 


%\- 


;*. 


v.. 


\j 


Final 
Flight! 

is    available    at 

your  local  dealer  or  direct 

from  MMG  Micro  Software.  Just 

send  check  or  money  order  to  P.O.  Box 

131,  Marlboro,  N.J.  07746  or  for  Mastercard, 

Visa,  and  C.O.D.  deliveries  call  (201)431-3472.  Please 

add  $3.00  for  postage  and  handling.  New  Jersey  residents  add 

OTb   sales  tax.  Atarii5areai5tHBdtfadcm«tnfAt8fi  lni-_ 


Program  2:  Atari  Version 


100 

110 


120 


130 
140 


150 
160 


170 

175 

177 

180 

190 

200 

210 
215 
220 
230 

500 

505 

510 
520 
521 
522 


530 
600 


610 

620 

6  30 

640 

645 

650 

660 

670 

700 

REM 


fTT=li<^5f.*<.]:0:trf:1:Ht'J^:;--»<ii: 

GRAPHICS  1:P0KE  756 , 226 : SE TCOLDR 
4,  16*RND  (0)  ,  12:  POKE  7  08,  PEEK!  (71 
2> 
LEFT=7: RIGHT=6: POKE  752,1:?  " 

<:tab:  <:down3  PRESS  bi^w^^i  for  targ 

ETS"  ; 

BALL= 1 48: TARGET=192:  COLOR  TARGET 

IF  PEEK (5327V) =5  THEN  RX=INT<12* 

RND(0)+4):RY=INT(15*RND(0)+4):LD 

CATE  RX,RY,Z:IF  2=32  THEN  PLOT  R 

X , RY: NUM=NUM+i 

IF  PEEK (53279) <>6  THEN  140 

VX=0: VY=1 : BX=9: BY=1 1 : GRAPHICS  17 

+32:PDKE  756 , 226 : SETCDLOR  4,16*R 

ND (0)  ,  12: POKE  708  ,  PEEK < 7 1 2 ) 

IF  BX;2  OR  BX>18  OR  BY<2  OR  BY>2 

2  THEN  VX=-VX: VY=-VY: BX=BX+VX : BY 

=BY+VY 

LOCATE  BX, BY, OLD: IF  OLD=32  THEN 

COLOR  BALL:PLOT  BX,BY 

IF  OLD=TARGET  THEN  NB X=B X : NBY=B Y 

:GOTO  600 

NBX  =  BX+VX; NBY  =  BY  +  VY;  IF  PEEK(764) 

=28  THEN  GDSUB  3000 

LOCATE  NBX,NBY,Z:IF  Z=32  AND  PEE 

K(764)<255  THEN  500 

IF  Z=32  THEN  GDSUB  700 : B X=NB X : BY 

=NBY:GOTO  170 

IF  PEEK(764)=2B  THEN  GQSUB  3000 

IF  Z=LEFT  THEN  1000 

IF  Z=RIGHT  THEN  2000 

IF  Z=TARBET  THEN  COLOR  32:PLCT  N 

BX,NBY:GOTO  600 

REM  MAKE  A  SLASH! 

IF  PEEK (764) <>6  AND  PEEK ( 764 )<>3 

8  OR  BX<2  OR  BX>13  OR  BY<2  OR  BY 

>22  THEN  170 

IF  PEEK(764)=6  THEN  COLOR  LEFTjT 

=VY: VY=VX: VX=T 

IF  PEEK(764)=38  THEN  COLOR  RIGHT 

:T=VY:VY=-VX:VX=-T 

POKE  764, 255: LOCATE  BX,BY,Z:IF  Z 

=TARGET  THEN  600 

IF  Z=LEFT  OR  Z=RIGHT  THEN  210 

PLOT  BX , BY: BX=BX+VX: BY=BY+VY: SL= 

SL+l:LOCATE  BX,BY,Z:IF  Z=TARGET 

THEN  600 

GOTO  170 

COLOR  32:PL0T  BX , B Y : H I T=H I T+ 1 : FO 

R  W=15  TO  0  STEP  -1:S0UND  0,W 

,W:NEXT  W:Z=32:IF  HITCNUM  THE 

00 

GRAPHICS  2+16: POSITION  5,0:? 

■■  HTd^DnHi;"  :  ?  #6:?  #6 

■^     *6:"'C3  SPACES>tarqets  "  ;  NUM 


«6 


#6; 


iZ     SPACES>targets 
<:3     SPACES>gEH3I^ 


;  SL  ; 


70; 


■^     #6;  "{4     SPACES>aHiia=    ";INT(N 

100/SL) -ESC: ?     #6 

IF  ESC  THEN  "^  #6;"   -penalty 

SC 

?  #6:-:'  «6;  "    PRESS  l:3=fcilJ:}:" 

IF  PEEK (764 ) < >1 2  THEN  660 

POKE  764,255: RUN 

LOCATE  BX,&Y,Z:IF  Z=TARGET  TH 

600 

IF  Z<>LEFT  AND  Z<>RIGHT  THEN 


0 

7  10  R 

1000 
10  10 

10  20 

1025 
1030 
2000 

2010 

2020 

2025 
20  30 
3000 


3010 

3020 
3030 


R  32: PL 
ETURN 
OTD  999 
FOR  W=l 
0, 10, W: 
T=VY: VY 
X+VX: BY 
LOCATE 
IGHT  TH 
IF  Z=TA 
GOTO  17 
FOR  W=l 
0, 10, W: 
T=VY: VY 
NBX+VX : 
LOCATE 
IGHT  TH 
IF  Z=TA 
GOTO  17 
P=PEEK ( 
-0. 5: Z= 
OKE  712 
W 

SCR=PEE 
=  0  TO  4 
R+I , 159 
POKE  SC 
=1 ) : NEX 
POKE  70 
255: ESC 


DT  BX.BY 


4  TO  0  STEP  -2: SOUND 

SOUND  1  , 34,  10,  W:  NEXT 

=VX : VX=T: GOSUB  700:B 

=NBY+VY 

BX,BY,Z:IF  Z=LEFT  OR 

EN  210 

RBET  THEN  600 

0 

4  TO  0  STEP  -2: SOUND 

SOUND  1 , 24, 10, W: NEXT 

=-VX : VX=-T: GOSUB  700 

BY=NBY+VY 

BX,BY,Z:IF  Z=LEFT  OR 

EN  210 

RGET  THEN  600 

0 

712) : FOR  W=15  TO  0  S 

PEEK  (53770)  : POKE  70B 

,Z:SOUND  0,100,0,W:N 


0,  3 

X  =  NB 

Z  =  R 


0,2 
M 
■  BX  = 

Z  =  R 


K (88) +256* PEEK (89) : F 
79: A=PEEK <SCR+I ) : PDK 

R+I,A»(A<70  OR  A>71 
T  I:POKE  SCR+I-2,0 
8,P:POKE  712,P:PDKE 
=ESC+1 : RETURN 


TEP 

,Z:P 
EXT 

OR  I 
E  SC 

OR  A 

764, 


Program  3:  Apple  ll  version 


REM   APPLE  DEFLECTOR 

TEXT  I  HOME 

DIM  XL7.<23)i  FOR  I  =  0  TO  7iZ  =  12 

B  »  IiXL7.(I)  =  Z  +  1024iXL7.(I  +  8) 
=  Z  +  l(964iXL%(I  +  16)  =  Z  +  1104 

!  NEXT 

DEF   FN  A(V)  =  XLy.(BY)  +  BXi  DEF   FN 

P(V)  =   PEEK  (  FN  A(0)) 
120  LEFT  =  1561  RIGHT  =  175i  INPUT  "HOW 

MANY  TARGETS?  ( 1-720) i " | A*iNUM  =   ABS 

(  INT  (  VAL  (A«)>) 
125   IF  NUM  <  1  OR  NUM  >  720  THEN   RUN 


100 
110 

lis 


117 


130 
135 
140 
145 


,  12 
N     2 

150 
160 
16S 

#6; 

170 

.  1 

175 

?     » 

177 

UM* 

180 

";E 

190 

200 

210 

EN 

215 

COL 

220 

BALL  =  174s TG  =   ASC  ("•"> 

HOME 

FDR  I  =  1  TO  NUM 
BX  =   INT  (35  »   RND  (1))  +  SsBY 
INT  (19  «   RND  (1))  +3 

IF   FN  P(V)  <   >  160  THEN  145 

POKE   FN  A(V),TEi  NEXT 
VX  =  0tVY  =   -  IsBX  =  19iBY  = 

IF  BX  <  2  OR  BX  >  38  OR  BY  < 

BY  >  22  THEN  VX  =   -  VXsVY  = 

;BX  =  BX  +  VXsBY  =  BY  +  VY 

IF   FN  P(V)  =  160  THEN   POKE 

(V),BALL 

IF   FN  P(V)  =  TB  THEN  NX  =  BXsNY  = 

BY I  SOTO  600 
NX  =  BX  +  VXiNY  =  BY  +  VYsZ  =   PEEK 

(XLy.(NY)  +  NX) 

IF  Z  =  160  AND   PEEK  (  -  16384)  > 

128  THEN  500 

IF  Z  =  160  THEN   GDSUB  700; BX  =  NX 

:BY  =  NYe  GOTO  170 

IF   PEEK  (  -  16384)  =  155  THEN   BDSUB 

3000 

IF  Z  =  LEFT  THEN  1000 

IF  Z  =  RIGHT  THEN  2000 


11 

2  OR 
-  VY 

FN  A 


7?     COMPUTi!     May  1983 


KS  OF  DATA  BUT  WILL  WORK 
ON  YOUR  1-DRIVE  MICROCOMPUTER 


ARTCOPVRIGHT 
19S1  BAyNIOND  BAYLESS 


APPLE 

AND 

TRS-80 

TEXT-ONLY  VERSION 

^34,95 


ATARI 

VERSION 

WITH  FULL 

COLOR  GRAPHICS 

^39.95 


dventnr6 

INTERNATIONAL 

A  DIVISION  OF  SCOTT  ADAUS.  INC. 


|L*iJ^^i 

BTDHI  VAT  -nOUJI 

bridge  •vsr  »  •malt  iMyan. 

chflHcr  llNt.   ?««  i»r   p*r   »h«   trail   l« 

<F«u  th«  brrdfl*  11  Irvaiw*  friM 

^J 

NOW  AVAILABLE  FROM  YOUR  LOCAL  DEALER  OR  DISTRIBUTOR 

OR  ORDER  TOLL  FREE  (800)  327-7172  OR 

BY  fyiAIL  FROM  ADVENTURE  INTERNATIONAL  •  BOX  3435  •  LONGWOOD,  FL  32750 


230 

500 
S05 


510 

520 

521 
522 

525 

530 

600 

610 
615 

620 
630 

640 


IF  Z  =  TG  THEN   POKE  XL7.(NY) 
160:  GOTO  600 
REM   MAKE  A  SLASH! 
A  =   PEEK  (  -  16384)  - 


NX, 


12B: 
B  AND  A 


POKE   - 
<   >  21 


16368,0:  IF  A  < 

OR  BX  <  2  OR  BX 
BY  >  22  THEN  170 

IF  A  =  a  THEN  CH  =  LEFTiT  =  VY:VY  = 
VXsVX  =  T 
IF  A  =  21  THEN  CH 
Y  =   -  VXsVX  =   -  T 
IF   FN  P(V)  =  TB  THEN  600 
IF  (  FN  P(V)  =  LEFT)  OR  ( 
RIGHT)  THEN  210 
POKE   FN  A<V),CH:BX  =  BX 


38  OR  BY  <  2  OR 


RIGHT: T  =  VY: V 


FN  PCV)  = 


+  VX:BY  = 


IF   FN  P(V)  = 


BY  +  VY:SL  =  SL  + 

TG  THEN  600 

GOTO  170 

POKE   FN  ft(V),160:HIT  =  HIT  +  1:Z  = 

160:  IF  HIT  <  NUM  THEN  200 

HOME  :  FLASH  :  FOR  I  =  1  TO  24i  PRINT 

TAB<  39):  PRINT  :  NEXT 
VTAB  3j  INVERSE  :  PRINT   TAB(  15); 
"GAME  OVER";  TAB(  S?) :  PRINT  :  PRINT 

PRINT  i  PRINT  :  PRINT   TAB<  6) ; "TA 

R6ETS  "jNUMi  TAB<  3<?)  i  PRINT 

PRINT  :  PRINT  :  PRINT   TAB<  6) ; "SL 

ASHES  ";SLi  TAB (  39):  PRINT 

PRINT  :  PRINT   TAB (  8)5:  NORMAL  :  PRINT 

"SCORE  "5  INT  (NUM  «  100  /  SL)  ~  E 

SC;:  INVERSE  :  PRINT   TAB (  39):  PRINT 


650  IF  ESC  THEN  PRINT  :  PRINT  TAB (  5 
); "-PENALTY  "jESC;  TAB (  39):  PRINT 
:  PRINT 


660   PRINT  ;  PRINT  :  PRINT  :  PRINT   TAB ( 
13) 5 "PRESS  ";:  NORMAL  :  PRINT  "RET 
URN"i!  NORMAL  :  INVERSE  :  PRINT   TAB C 
38) ; :  SET  A«:  NORMAL 
RUN 

=   FN  P<V):  IF  Z  =  TG  THEN  600 
IF  (Z  <   >  LEFT)  AND  (Z  <   >  RIGHT 
)  THEN   POKE   FN  ACV),160 
RETURN 
GOTO  999 

T  =  VY:VY  =  VX:VX  =  T: 
X  =  NX  +  VX:BY  =  NY 
2  =   FN  P(V) :  IF  (Z 
RIGHT)  THEN  210 

IF  Z  =  TG  THEN  600 

GOTO  170 
T  =  VY:VY  =   -  VX:VX  =   -  T;  GOSUB 
700:BX  =  NX  +  VX:BY  =  NY  +  W 


670 
700  Z 

705 

710 
999 
1000 

1010 

1020 
1030 
2000 

2020 

2030 
3000 
3010 

3020 

3030 


GOSUB  700  :B 
+  VY 
=  LEFT)  OR  <Z  = 


Z  =   FN  PCV) I  IF 
RIGHT)  THEN  210 

GOTO  170 

FOR  I  =  0  TO  23: 


CZ  =  LEFT)  OR  (Z  = 


FOR  J  =  0  TO  39 


P  =  XLV.(I)  +  JiA  =   PEEK  CP):  POKE 
P,159 

IF  <A  •=  LEFT)  OR 
A  -  BALL)  THEN  A  • 

POKE  P,Ai  NEXT 
li  RETURN 


<A  =  RIGHT)  OR  ( 
-  160 
NEXT  I  ESC  =  ESC  h 


COMPUTE! 

The  Resource, 


THIS  FUNNY-LOOKING  LITTLE  DEVICE 


Introducing  the  Disc-Doublerf  the  funny-looking  amazing  little 
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Illinois  1-800-942-8881,  operator  515 

or  write:  Unk  Marketing 

219-lst  Ave.  N,  Suite  215,  Seattle,  WA  98109 


74     COMPUTE!     MoyW83 


1^ 


You're  the  pilot  of  The 
Eliminator,  a  space  fighter 
of  the  Defender  Class.  Your 
ship  can  respond  with 
lightning  speed,  and  it's 
armed,  to  the  teeth  with 
awesonne  firepower. 

But    you're    outnumbered! 
And    your    attackers    are^ 
relfhtless.    Your    onlj 
options  are  victory  or aj^ 
grave  in  space.   ^^^ 


FEATURING 
SPECTACULAR 


GRAPHIQ^ 


"THE   BEST  ARCMJE-TYPE^GAME     K. 
I'VE    SEEN 
POWER!"  4r\.i 

DNNELL, 


lES  ELIMINATOR 
,  L^CAN'T  STOP 


FOp  SHEER 
"'**YING!" 


PATH 
ARCAOi 


RSON. 


N'DEBSON  . 
tl  VERSION  BY  STf  VEfCOLEMAN 
0  VERSION  BY  w1yN£  WESTMORELAND  &  TERRY  GILMAN 


;'     -^      INTERNATIONAL  "■ 

^^           A  DIVISION  OF  SCOTT  ADAMS,  INC.  ATARI  ■  ; 

••  •            BOX  3435,  LONGWOOD  FL  32750  TRS-80  • 

/  i      (305)  862-6917  (QUESTIONS)  ype  on 

QPPEFI  FROM  YOUR  FAVORITE  DEALER  HU-MU  - 
or  CALL-T/dCJL  FREE  (S00»  327-7172  (ORDERS  ONLY  PLEASE) 
■SHIPPING**  HANDLING  AflE-.EXTRA.  PRICES  SUBJECT  TO  CHANGE  WITHOUT  NOTICE 
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».»r^l-16KTAPE 
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TRS-80 -IfiK  TAPE  MOl 


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0420134 

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010  0134 

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ART  '  1981  • 

DON  DIXON 

CROSSWORDS 


Williom  Loercher 


This  program  will  construct  crossword  puzzles  for  you 
on  a  VIC,  TI,  PETICBM,  Atari,  or  Apple.  There  is  an 
option  to  have  a  printed  copy  made  of  the  final  puzzle. 

If  you've  ever  tried  to  make  your  own  crossword 
puzzles,  you  know  the  procedure  is  very  time- 
consuming.  I  have  designed  crossword  puzzles 
for  my  students  in  chemistry  and  have  spent  many 
hours  toiling  over  fitting  the  correct  words  in  their 
correct  spaces.  Procedures  such  as  these  are  ideally 
suited  for  the  microcomputer.  This  program  can 
be  run  on  either  the  40-  or  80-column  PET.  As 
written,  the  program  will  run  on  the  40-column 
screen.  By  deleting  lines  100  and  110  and  removing 
the  word  "REM"  in  lines  130  and  140,  you  can 
run  the  program  on  the  80-column  PET. 

About  The  Program 

Lines  180-450  may  be  deleted  if  necessary  since 
they  only  put  a  unique  title  on  the  screen. 

Line  460  asks  for  the  number  of  words  you 
want  to  use  in  the  puzzle.  Using  the  maximum 
number  makes  a  better  puzzle,  but  it  requires 
more  time  to  complete. 

Line  470  asks  for  the  number  of  vertical  words 
to  be  placed  at  random  on  the  screen.  These  words 
are  placed  so  that  none  are  next  to  each  other  or 
on  the  outer  border.  An  asterisk  precedes  and 
ends  each  word. 

Line  480  asks  if  you  want  the  results  printed, 
assuming  you  have  a  printer.  If  not,  you  can  copy 
the  results  by  hand. 

Line  490  dimensions  the  words  into  an  array 
of  words  and  an  array  of  lengths  of  words.  The 
number  of  words  you  choose  to  place  in  your 
"dictionary"  beginning  at  line  2000  is  limited  only 
by  computer  memory. 

Lines  510-520  print  on  the  screen  23  rows  of 
39  blocks  to  be  used  as  the  test  field. 

Lines  530-610  test  the  field  for  proper  posi- 
tions and  print  the  vertical  words. 

Lines  620-890  test  the  field  for  horizontal 
words  and  POKE  them  on  the  screen  if  the  proper 
conditions  are  met. 

Lines  920-970  enable  the  printer  to  make  a 
copy  of  the  puzzle  as  it  appears  on  the  screen. 

Lines  980-990  are  the  subroutine  for  choosing 
a  random  screen  position. 
Moywaa 


Line  1000  is  a  time  delay  for  the  title  program. 

Lines  1020-1030  are  used  to  choose  a  random 
word  from  the  array  to  be  displayed  on  the 
screen. 

See  Program  6  for  the  DATA  statements  to  be 
added  to  the  program. 

Lines  2010-2110  are  the  DATA  statements 
containing  the  words  used  in  the  puzzle.  If  you 
want,  you  could  substitute  your  own  words  for 
mine. 

Suggested  Improvements 

After  completing  the  program,  1  thought  of  other 
ways  to  improve  it.  First,  after  all  23  rows  are  tested 
(Z  =  23),  you  could  write  another  section  to  the 
main  program  that  tests  the  columns  for  word 
fits.  This  should  result  in  a  better  puzzle. 

Second,  you  could  keep  track  of  the  words 
that  fit  a  given  location  in  another  array  and 
then  choose  the  longest  word  from  that  list.  If 
any  of  you  come  up  with  something  interesting, 
write  me. 

If  you  do  not  like  typing  your  own  programs, 
I  will  send  you  a  taped  copy  of  the  PET  version 
only.  Send  $3,  a  cassette  tape,  and  an  SASE 
mailer  to: 

WiUinm  Loercher 
314  W.  High  St. 
Manheim,  PA  17545 


A  puzzle  takes  shape  in  the  Apple  version  of  "Crosswords." 
(Other  versions  similar). 


PET/CBM/COMMODORE  64 

I^perOip 

Professional  Word  Processor  at  a  Breakthrough  Price 


PaperClip'"  performs  all  the  advanced 
features  found  in  Word  Processors  costing 
much  more.  .  . 

1)  Full  screen  editing.  2)  Copy/Transfer 
sentences  and  paragraphs.  3)  Insert/ 
Delete  sentences  and  paragraphs. 
4)  Headers/Footers/Automatic  page 
numbehng.  5)  Justification/Centering. 

6)  User  defineable  keyphrases. 

7)  Supports  both  cassette  and  disk. 

8)  Variable  data  -  Form  letters. 

9)  Horizontal  scrolling  up  to 
126  characters. 

10)  Insert/transfer/erase 

Also  available  for  Commodore  64 

Requires 

Basic  4.0, 32K  memory. 

n2S9P 

Dealer  enquiries  welcome 

BfiTTERiES 
inCLUOED 

71  McCaul  Street 
Toronto,  Ontario 
Canada  M5T  2X1 
(416)596-1405 


columns  of  numbers.   1 1)  Add/subtract 
columns  of  numbers.   12)  Supports  most 
dot  matrix  and  letter  quality  printers.  In  fact, 
a  printer  set-up  routine  is  supplied  to 
take  the  best  advantage  of  the  printer  at 
hand.   13)  French  and  Math  technical 

character  sets 
available. 


''Look  what  my  new 

letsmedowith 


Here's  what  you  get  with  the  complete 
Alphacom  printer  project  set. 

■  Fast,  quiet  40-column  Alphacom  VP42  printer,  which 
includes  the  full  Commodore  graphics  set. 

■  5  great  software  programs.  A  real  40-column  Word  Processor, 
graphics  Sfcetc/i  Pad,  beautiful  Kaleidoscope  program, 
useful  Record  Keeper,  and  a  general  purpose  Screen  Printer. 

■  Compute  Magazine's  F/rst  Book  of  WC,  full  of  fascinating 
step-by-step  VIC  20  computer  adventures. 

■  All  the  cables,  printer  paper,  and  easy-to-follow  instructions 
you  need  to  begin  enjoying  your  Alphacom  VP42  as  soon  as 
you  open  the  box. 

Get  the  complete  Alphacom  Printer  Set  for  just  $209.95 
(suggested  list).  Call  toll  free  for  the  name  of  your  nearest 
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dealer,  you  may  order  direct  from  Alphacom. 
Same  day  shipment  with  MasterCard,  VISA, 
or  American  Express  card. 


Alphaconf  printer  set 
my  VIC  20..r 


Book 


ni;t.  ora  DO  OK  r.efi-or 
ba  Joe  Grimes 

■•  I^  Claudius 
Dr -  PobeTv  Graces 


Back    in    ths    old    ciays    of 
Enip-ir-e   the    cruel    Eiriper-or    Ca 
riiurdered    and    a    new    leader., 
ijias    chosen    by    the    Praetoria 
'The    Romans    had    rather    odd 
orcter-    in    those    days./    The    P 
Guard    thougt    thea    had    chose 
sirippleton    and    weak  1  inoj    who 
easily    manipul  atgrj    to    the    G 
(lur  poses . 

Much  to  everyone's  =u 
Claudius  lasted  for  oyer  a 
and  turned  out  to  be  a  wise 
nioderate  leader.  Robert  Gra 
I-  Claudius  describes  the  E 
lire    kcfore    he    ascended    the 


Write  and  print  my  letters, 
j-iomework  — just  about  anything. 
With  Worcf  Processor  software  that 
comes  with  the  printer. 


■;CCRE    50^470  HIGH    SCORE 


^ 


m  * 


Create  my  own  custom  computer 
games.  The  printer  set  includes  the 
new  First  Book  of  VIC:  it's  full  of 
great  game  Ideas. 


;     ="M*vlC    SQUIGC 

LE« 

;    FEM*FRCiM    VIC    1 

001 

US 

ER  '  S 

7    FEM*TYPED.  hMO 

DEBUGQ 

ED    BY 

'    C:s="   BiaSkJE^ 

?    PRIMT-Z;" 

Iv    DRTA-  i-,"-",.  ■ 

L" 

f        r     ? 

£C-    DHTftl,0,5,6 

3-;-    DHTftS?  1,4^,3 

40    DATA3,b,H>8 

50    ['ATA4,  5,0,2 

60    iai>lA$^5),B>;5, 

5) 

70    '^ORI=0TO5 

SO    REHDA$a> 

90    NEKT 

100    F0i?I  =  lT04 

110    FnRj=lT04 

iiS    REhDB<.J,1> 

17C-!    NEXT 

140    NEXT 

190    Tl=l 

200    T£=l 

-  -  L          =  -■  51 

Learn  to  write  my  own  VIC  20 
applications.  With  hard  copy 
program  listings  that  help  me 
debug  my  programs. 


4  i4^+T-^4^>w*X-^i">4--i-X"XC>C'S 

*-*»+  •Cx:i;<>::4H-4'^M~H-'>::  a"CC#** 
?♦  ♦##oDx>:-i-i-*4-4-::  :;";■::  L 


*-**« 


Show  off  my  computer  graphics 
creations.  Software  includes 
Kaleidoscope  and  Sketch  Pad 
graphics  programs. 


IHE^-EE    BERRY    PIE 

Incfrecsienr.  s 

2   Pk:    <3   oz.    ea,>    crearn 
l-'3    cup    powder eci    su-i-ar 
1-3    cup    sour    creaFii 
d    tsp   -sirated   orsn^ie    pee 
BafcecJ   9- inch   pie   shell 
d    -    3    CUPS   whole    fresh 
strswRierries-'raspfcerr-i  e 
1  ■■£    cup    strawberr-H.-'rasp 
t-T&sifveSf    sie'-'eci 

icften  cheese.  Beat  :n  5 
sour  crearii  and  oran*ie  peel, 
if!   pie   shell.      Top   uith   foeri 


Keep  the  family's  favorite  recipes 
on  a  VIC  20  cassette.  Now  Mom 
can't  pretend  that  she  lost  the 
recipe  for  cheeseberry  pie. 


fllphacom 

2323  South  Bascom  Avenue 

Campbell,  CA  95008 


C1982Alphacom.  Inc.  All  rpghts  reserved. 

Commodore"  and  VIC  20"  are  registered  trademarks  of  Commodore  Business 
Machines.  Inc.  Alphacom.  Inc.  Is  not  related  to  Comniodore  Business  Machines, 
Inc.  Offer  void  where  prohibited,  taxed,  or  restricted  by  law.    . 


TM 


Program  1:  pet/cbm  version 

(40  or  80  Column  Screen) 

100  EA=33767:X1=40:A=B:A2=16:F1=15;F2=25:L 

W=33569:OP=33224:WL=3  33  74 
110  A7=I000;B1=20 
120  REM  LINES  100,110  ARE  FOR  40-COLUMN  PE 

T 
130  REM  EA=34767:Xl=a0:A=31 :A2=39:F1=30:F2 

=50:LW=34369:OP=33687:WL=33997 
140    REM    A7=2000:B1=0 
150    REM   LINES    120,130    ARE    FOR    80-COLUMN    PE 

T 
160    POKE    59468, i2:PRINT    CHR$ ( 142 ) : X=RND( -T 

I) 
170    PRINT" {clear} " 
180    FOflX=lTOXl-l:POKE32768+X,ASC(  "*"):NEXT 

X 
190    F0RX=1T025 : F0RY=lT0XlSTEPXl-2 : POKE3276 

8+Xl*X+Y,ASC( "*"):NEXTY,X 
200    F0RX=2T0X1-1:P0KE(EA-X1+X),ASC( "*"):NE 

XTX 
210  GOTO260 
220  F0RB=1T0A: PRINT" {home! {20  D0Wn3"SPC(b) 

"  "A$:NEXTB:P0KE  LW,ASC("*") 
230  FORC=1TO10:PRINT"{hOME} "; 
240  FORD=lTOE: PRINT" [D0Wn5 "; :NEXTD 
250  PRINTSPC(a+1)A$:PRINTSPC{A+1)"  ":E=E-1 

:NEXTC: RETURN 
2  60  FORF=1TO17:A=A+1:E=20 
270  READA$:GOSUB220:NEXTF 
280  DATA  C,R,0,S,S,W,0,R,D,  ,  ,P,U,Z,Z,L,E 

2  90  FORX=1TO3000:NEXT 
300  GOTO360 

310  F0RB=1T0A2-1: PRINT" {home} {20  D0Wn3 "SPC 
Cb)"  "A$:NEXTB 

3  20  POKE  LW,ASC( "*") 

330  F0RC=1T013-F:PRINT" {hOME} "; 

340  F0RD=1TQE:PRINT"  {dOWK}  "  ,•  :NEXTD 

350  PRINTSPCCA2)A5:PRINTSPC(A2) "  ":E=E-1:S 

EXTC:P0KE  op, 15: return 

360  FORF=1TO7:E=20 

370  READA?:GOSUB310;NEXTF 

380  DATA  P,R,0,G,R,A,M 

3  90  F0RX=1T019:READA$ 
400  IPA$="0"THEN430 

410  POKE  WL+X, ASC(A$)-64 
420  GOTO440 

4  30  POKE  WL+X, 3  2 
440  GOSUB1000:NEXT 

450  FORX=1TO2000: NEXT: PRINT" {CLEAR)  " 

460  INPUT" {03  DOWNIhOW  MANY  WORDS  {MAX: 110 

}";N 
470  PRINT" {02  DOWNIhOW  MANY  VERTICAL  WORDS 
(  ":F1;"-";F2; "WORKS  WELL) ";  : INPU 
T  K 
480  INPUT" {02  D0WN}RESULTS  ON  SCREEN  OR  PR 

INTER  (S  OR  P)"rS$ 
490  DIM  N$(N),L(N) 
500  FOR  X=1T0N:READN5(X);L(X)=LEN(N$(X)):N 

EXT:PRINT" {CLEAR}" 
510  F0RJ=1T023 
520  FOR  1  =  1  TO  Xl-l:PRIOT"fREVj  {OFFr';:NE 

XT  I:PRINT"  "? :NEXT  J 
530  FOR  Z=1TOK:E=0:GOSUB1020:REM  PUT  IN   V 

ERTICAL  WORDS 
540  GOSUB  980: REM  GET  A  RANDOM  POSITION 
5  50  FORX=0TOL(R)+1:B=PEEKCP+X1*X):C=PEEK(P 

-1+X1*X) :D=PEEK(P+l+Xl*X) 
560  IFB<>160ORC<>160ORD<>160THENX=l(R)+1:K 

EXT  X:GOTO  540 
570  E=E+1 
580  NEXTX:IFE=L(R)+1THENE=0 


590  P0KE(P),42:REM  PLACE  *  ON  EITHER  SIDE  *" 

OF  WORD 
600  FOR  X=1T0L{R) :POKE{P+Xi*X) , ASC(MID$(N5 

(R),X,l))-64 
610  NEXT : POKE ( P+X 1 *X) ,42: NS (R) ="0 " : NEXTZ : R 

EM  GET  ANOTHER  WORD 
620  Z=0 

6  30  Z=Z+2:L=0 

640  IF  Z>23THEN900 

650  FORX=1TON:E=0:G=0 

660  IFN5(X)="0"ORL+lCx)+2>X1-1THENNEXTX 

670  IFX>NTHEN630 

680  F0RY=1T0L(X) 

690  B=PEEK{3276a+L+Y+Xl*Z) 

700  C==ASC(MID5Cn$(X),Y,1)  )-64 

710  IFB=160ORB=CTHENE=E+1 

720  IFB=150THENG=G+1 

730  IF  E=0THEN770 

740  IFB=32ORB=42ORG=L{X)THENL=L+1:GOTO650 

750  IF  E=L(X)THEN790 

7  60  NEXTY 
7  70  NEXTX 

780  L=L+1:GOTO650 

790  B=PEEK(32768+L+L(X)+1+X1*Z) 

800  IFB=42ORB=160THENS20 

810  L=L+1:NEXTX:GOTO630 

820  B=PEEK{3276B+L+X1*Z) 

830  IP  B=160ORB=42THENB50 

840  L=L+1: NEXTX :G0T06 30 

850  POKE(32768+L+Xl*Z) ,42 

860  FORLl  =  lTOL(X);POKE(3276a+L+Ll+Xl*Z)  ,  AS 

C(MID?(N$(X),Ll,l))-64 
870    H=100:J=0:M=59459 
880    POKEM,J:POKEM,H:POKEM,J 
890    NEXTL1:P0KE(32  768+L+L1+X1*Z) ,42:N5(X)= 

"0":L=L+L1:GOTO650 
900    IF    S5="P"THEN920 
910    GOTO    1190 
920    OPEN4,4 
9  30    F0RX=1T024:  B=B1  :  FORY=lTOXl :  IFY>  lTHEbJB= 

0 
940    A=PEEKC3  2768-(X1+1)+Y+X1*X):IFA=320RA= 

42ORA=160THENA=166 
950  B$=CHR$(A+64) 

960  PRXNT#4,SPC(B)B$; : IFY=X1THENPRINT#4 
970  NEXTY, X:CL0SE4: GOTO  1190 
980  U=INT(RND(1)*A7) 
990  P=32768+U: RETURN 
1000  FORY=1TO200:NEXT: RETURN 
1010  DATAB,Y,0,W,I,L,L,I,A,M,0,L,O,E,R,C,H, 

P  R 
1020  R=INT{RND(1)*N)+1:IFN$(R)="0"THEN1020 

1030  RETURN 

1190  PRINT" {rev)done{off]-hit  {rev3c{off1  T 

O  CONTINUE"; 
1200  GET  F$:IF  F$=""  THEN  1200 
1210  PRINT" {clear} ": END 
1220  REM  BE  SURE  TO  INCLUDE  LINES  2000-2110 


Program  2:  vie  version 


100  X=RND(0) 

110  POKE  36879,25 

120  PRINT" {clear}  " 

130  PRINT" {03  down] {right} HOW  MANY  WORDS" 

140  INPUT"  (MAX:110)";N 

150  PRINT" {02  down} {right} HOW  MANY  VERTICA 

L" 
160  PRINT"  WORDS  (10-15  WORKS" 
170  INPUT"  WELL)";K 
180  PRINT"{02  down} {right} RESULTS  ON  SCREE 

N  OR" 
190  INPUT"  PRINTER  (S  OR  P)";S$ 
200  dim  N$(N) ,L(N) 


80    COMPUTt!    May1983 


The  Official 


*• 


The  game  that  puts  space  games  in 

perspeclive.  Zaxxon'",  one  of  the  most 
popular  arcade  games  of  1 982.  is  now  avail- 
able for  use  with  your  home  computer 
system. 

Zaxxon'"  technology  and  creativity  present 
a  3-dimensional-like  playfield  which  sets 
Zaxxon™  apart  from  other  computer  games. 

Zaxxon™  looks  and  sounds  like  aircraft 
flight,  and  players  can  soar  to  new  levels  of 


home  computer  entertainment.  From  the 
daring  attack  on  the  enemy's  floating  for- 
tress and  the  blazing  battle  against  the  en- 
emy's fighte  r  fleet  to  the  fi  nal  showdown  with 
the  deadly  armored  robot,  Zaxxon'"  chal- 
lenges the  skill  and  imagination  of  every 
player  at  every  level  of  skill. 

Imagine  yourself  the  pilot,  attacking  the 
enemy  fortress-climbing,  diving,  strafing  to 
score  points  and  extra  fuel.  The  enemy 
fights  back  with  a  barrage  of  missiles  and 
gunfire.  Then  you  face  a  fleet  of  enemy  fight- 
ers in  a  gripping  dogfight  of  altitude  strategy 
and  flying  skill.  Survive  this  battle  and  the 
enemy's  fortress,  defended  with  laser  bar- 
riers, then  you've  earned  the  ultimate  chal- 
lenge; a  blazing  confrontation  with  ttie  pow- 


missile. 

Zaxxon '"  is  the  one  game  that  you  must  see 
to  believe.  You  have  to  play  it  to  feel  its  im- 
pact. If  you're  ready  to  face  the  challenge, 
check  with  your  local  software  dealer  or 
send  check  or  money  order  with  S2.00  post- 
age/handling. California  residents  add 
QV2%  sales  tax.  Available  on  cassette  or 
diskette.  Suggested  retail  price  S39.95. 

Available  in  January  on  Atari  ■,  February  on 
Apple"  and  Radio  Shack-'  Color,  and  April 
on  Tl  99/4A"'  and  NEC  6000 '■. 


Vi=i/  COMPUTER  SOFTWARE 
9421  Winnetka  Avenue 
■  Chatswofth.CA  91311 
(213)701-5161 
sl982Datasoft*lnc. 

Datasott'  IS  a  registered  Iradetnark  of  OalasoH  Inc  ' 


Sega'  and  Zaxjon'"  are  tegislered  trademarks  ol  Saga  Enterprises  In 


210    FOR   X=lTON:READN?(X):I.(X)=LKN(N$(X))sN  TION 

EXT:  PRINT"  (clear)"  100     OPEN     #5,9,0,  "E:" 

220    F0RI  =  lTO22  110     DIM     OUTPUT*  (  1  0  ),  A«  (  1  9  ) 

230    PRINT"fREV}  ":NEXT  120     POSITION     2,0:FOR     1=1     TO     36:PRINT 

'■*"  ;  :  NEXT     I 

240    FOR    Z=1TOK:E=0:GOSUB710:REM    PUT    IN       VE  140     FOR     Y=  1      TO     23:  FOR     X=2     TO     37     STEP 

RTICAL    WORDS  35:POSITION     X,Y:PRINT      "*";:NEXT 

250    GOSUB    690:REH    GET    A    RANDOM    POSITION  X:NEXT     Y 

260    FORX=0TOL(R)+1  :B=PEEK(P+22*X):C=PEEKCP  160     POSITION     2, 23:  FOR     1  =  1      TO     36:PRIN 

-H-22*X):D=PEEK(P-H+22*X)  T     "f^jNEXT     I 

270    IFB<>I60ORC<>160ORD<>I60THENX=L(R)+1 :N  165     POKE     752,1 

EXT    X:G0T0    250  170     fl=10:FOR     F=l     TO     1 6 : A=A+ 1 : E= 1 8 : RE 
280    £=E+I  AD    A« 

290    NEXTX:IFE=L(R)+1THENE=0  180     FOR     B=3     TO    A:POSITIDN     B,19:PRINT 
300    POKE  (P),  42:  REM    PLACE    *    ON    EITHER    SIDE    ~  "     ";A*:NEXT     B 

OF    WORD  182     FOR     C=l     TO     10:PDSITION     0,0 

310    FOR   X=1T0L(R):P0KE(P+22*X),ASC(MID$(N?  184     FOR     D=l     TO    E:PRINT     "  £  DOWN>  "  ;  :  NEX 

Cr),X,1))-64  T     D 

320    NEXT:POKE(P+22*X),42:N$Cr)="0":NEXTZ:R  186     POKE     S5 ,   C  A+1  )  :  PR  I  NT     A*:POKE     85,   ( 

EM   GET    ANOTHER   WORD  A+1):PRINT     "     ":E=E-1:NEXT    C:NEXT 

3  30    Z=0  F 

340    Z=Z+2:L=0  190    FOR     X=l     TO     1000:NEXT     X 

350    IF    Z>22THEN590  200     A=ia:FDR     F=l     TO     7:E=18:READ     A*:F 
360    FORX=ITON:E=0:G=0  OR    B  =  3     TO     A-1:  POSITION     B,19:PRIN 

370    IFN?{X)="0"ORL+L(X)+2>2ITHENNEXTX  T     "     ";A*:NEXT     B 

380    IFX>NTHEN340  220     FDR     C=  1     TO     1  3 -F  :  POS  I  T  I  ON     0,0:FaR 
390    F0RY=IT0L(X)  0=1      TO     E:PRINT      "  C  DOWN  >  "  ;  :  NE  X  T     D 

400    B=PEEK(7680+L+Y+22*Z)  230     POKE     a5,A;PRINT     A*:PDKE     35,A:PRI 
410    C=ASCCMID5(N$(X),Y,1))-64  NT     "     ":E  =  E-1:NEXT     C:POKE     SL  +  37a, 

420    IFB=160ORB=CTHENE=E+1  47:  NEXT     F 

430    IFB=160THENG=G+1  240     FOR     X=l      TO     19:READ     A*:  IF     A*="0" 
440    IF   E=0THEN480  then    270 

430    IFB=320RB=420RG=L(X)THENL=L+I  :GOTO360  250     POSITION     X+S,13:PRINT     AS 

460    IF    E=L{X)THEN500  260     GOTO    280 

470    NEXTY  270     POSITION     X+B,13:PRINT     "      " 

480    NEXTX  280     FOR     Y= 1     TO     100: NEXT     Y:NEXT     X 

490    L=L+1  :GOTO360  290     REM     FOR     1  =  1     TO     2000:  NEXT     I 

500    B=PEEK(7680+L.+L(X)  +  I  +  22*Z)  295     GRAPHICS     0:POKE     752,0 

510    IFB=42ORB=160THEN530  300     POSITION     3,3:PRINT     "HOW     MANY     WOR 
520    L=L+1 :NEXTX:GOTO340  DS     (  MA  X  :  1  1  0 >  "  ;  :  I  NPUT     N 

530    B=PEEK(7680+L+22*Z)  310     POSITION     3,7:PRINT     "HOW    MANY     VER 
540    IF    B=160ORB=42THEN560  TICAL     WORDS     <15-25     WORKS        WELD" 

550    L=L+1 :NEXTX:GOTO340  ;;  INPUT     K 

560    POKE(7680+L+22*Z)  ,42  320     POSITION     3,11:PRINT     "RESULTS     ON 
570    F0RL1  =  1T0L(X)  :  POKEC7680+L+L1+22*Z)  ,  ASC  SCREEN     OR     PR  I  NTER  "  :  PR  I  NT     "      (S     OR 

(MID$  (N$  (X)  ,L1,  1)  )-64  P)";:  INPUT     OUTPUT* 

580    NEXTL1:POKE(7680+L+L1  +  22*Z)  ,42:N$(X)  =  "  325     POSITION     ll,17:POKE     752,1:PRINT 

0":L=L+L1:GOTO360  "...PLEASE    WAIT..." 

590    IF    S?  =  "P"THEN610  330     DIM     N*  (  20*  (  N+ 1  )  )  ,  L  (  N  )  ,  T*  (  20  )  :  REM 
600    GOTO    850  ALLOWS     WORD     LENGTHS     TO     20    CHARA 

610    OPEN4,4  CTERS 


340  FOR  X=l  TO  N:READ  T« : L ( X ) =LEN ( T« 


620    F0RX=1T023:C5="  :F 

0RY=1T022:IFY>1    THEN    C5  =  ""  ^'  '"     ')  Tn*  <  X  i20+ 1 '.'x'*  20  +  L  i  X  5  7  =  T*  :  NEX  T     X 
630    A=PEEKC7657+Y+22*X):IFA=320RA=420RA=16  :  GRAPHICS    0 

0THEtiA=166  350     PQKE     752,1:  FDR     1=0     TO     22:  FDR     J  =  0 
640    B?=CHR?CA+64)  jq     38:  POSITION     J,  1:  PRINT     "  ■"  ;  :  N 

650    PRINT#4,C$+B$;:IFY=22THENPRINT#4  ^^^    J:NEXT     I 

660    NEXTY, X:CL0SE4: GOTO    850  3^^     PPP     ^=1     TO    K:E  =  0 

670    GET    F$:IF    F$=""    THEN    670  ^j^     R=  1  NT  (  RND  (  0  )  «N  )  +  1  :  X  F     N*(R*20  +  1,R 
680    PRINT"  [CLEAR)":  END  t20+l)="0"     THEN    410 

690    U=INT(RNDtl)*506)  420     U=  I  NT  (  RND  (  0  )  «960  > 

700    P=7680+U:  RETURN  430     P  =  SL4-U 

710    R=INT(RND(1)*N)  +  1:IFN$(R)  =  "0"THEN710  ^^^     ^^^^     ^=0     TO     L  (  R  )  ^^  I  :  B  =  PEEK  <  P  +  40*  X  ) 
720    RETURN  :  C=PEEK  CP-1+40*X )  :  D  =  PEEK <P+l+40* 

850  PRINT" {rev1done{off3-hit  IrevJcIoff}  T      ^, 

0    CONT";  450     IF     B<>12a     OR     C<>12a    OR     DO  129    TH 
860    GET    F?:IF    F$  =  ""    THEN  EN     x  =  L  ( R ) +1  :  NEXT     X:GOTO     420 

870    PRINT"  {clear}":  END  460    E  =  E+1 

880    REM    BE    SURE    TO    INCLUDE    LINES    2000-2110  ^^^     NEXT     X:IF     E  =  L(R)+1     THEN     E  =  0 

Program  3:  Atari  Version  480     POKE     P,10:REM     PLACE     «     ON     EITHER 
70     OPEN     #1.4.0,"K:"  SIDE     OF     WORD 

B0     SL  =  PEEK (88)  +256»PEEK (89)  : REM     DETE  485     T t  =  N*  ( R *  20+ 1  , R *20  +  L  ( R )  ) 

RMINE  SCREEN  MEMORY  STARTING  LDCA  'V^B  FOR  X=l  TO  L(R):POKE  (P  +  40*X),AS 

&?,     COMPUTl!     May  1983 


IF  YOUIAKED  donkey  KONG, 
YOU'LL  LOVE  JU 


m 


0^ 


„> 

lYT 

^^k 

M 

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1 

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I  Nintendo  of  America,  Inc. 


C tT* ( X , X) > -32  250  FOR  1=2  TO  23  STEP  21 

500  NEXT  X:POKE   <  P  +  40  *  X  )  ,  1  0  :  N4  (  R  *2ei+   260  CALL  HCHAR  (  1  ,  2  .  4  2  .  30  ) 

1 , R*20+l ) ="0" : NEXT  7 ; REM  6ET  AND   270  NEXT   I 

THER  WORD  730  FDR  1=2  TO  31  STEP  29 

510  Z  =  0  290  CALL  VCHAR < 2 .  I  .  42  ,  2 1  ) 

520  Z=Z+2:L=0  300  NEXT  I 

530  IF  Z>23  THEN  B00  310  H*= " CROSSWORD    PUZZLE" 

540  FOR  X=l  TO  N:E=0:B=0  320  ROW=10 

550  IF  N«  (  X*20-H  ,  X*20-H  )  ="0"  OR  L+L(    330  COL  =  8 

X)+2>39  THEN  NEXT  X  340  QOSUB  120 

560  IF  X>N  THEN  520  350  V«="PROGRAM" 

580  T*=N« < X*20+l , X«20+L (X) )  360  RaW=7 

590  FOR  Y=l  TO  L(X)  370  C0L=15 

600  E(  =  PEEK  (SL  +  L+Y  +  40J2)  380  GOSUB  180 

610  C=ASC (T* <Y, Y> ) -32  390  H«="by  WILLIAM  LDERCHER" 

620  IF  B=128  OR  B=C  THEN  E=E+1  400  R0W=14 

630  IF  B=128  THEN  G=G+1  410  CDL=5 

640  IF  E=0  THEN  690  420  6DSUB  120 

650  IF  B=0  OR  B=10  OR  G=L ( X )  THEN  L=   43P  FDR  DELfiY=l  TO  750 

L+l;GOTD  540  440  NEXT  DELAY 

670  IF  E=L(X)   THEN  710  450  CALL  CLEAR 

680  NEXT  Y  460  INPUT  "HOW  MANY  WORDS   (MAX: 113) 

690  NEXT  X  ?":N 

700  L=L+1;G0T0  540  470  PRINT 

710  B=PEEK fSL+L+L (X> +i+40*Z )  480  PRINT 

720  IF  B=12S  DR  B=10  THEN  740  490  PRINT  "HOW  MANY  VERTICAL  WORDS" 

730  L=L+1:NEXT  X:GDTO  520  500  INPUT  "(15-20  WORKS  WELL1?":K 

740  B=PEEK (SL+L+40*Z )  510  PRINT 

750  IF  B=12B  OR  B= i 0  THEN  770  520  PRINT 

760  L=L+1;NEXT  XlGDTO  520  530  PRINT  "RESULTS  ON  SCREEN  OR  PRI 

770  POKE   (SL+L+40»Z) , 10  NTER" 

775  T*  =  N*  (  X*20+-l  ,  X*20  +  L  (  X  )  )  540  INPUT  "(S  OR  P)-^":S1 
780  FOR  Ll  =  l  TO  L(X):P0H:E  (SL  +  L  +  Ll+4 

0«Z) ,ASC;TS(L1,L1) >-32 
790  NEXT  LljPOKE   (  SL  +  L  +  L  1  •*-40  *  Z  )  ,  1  0  :  N 

«(X»20+1.X*20+1>="0":L=L+L1:GDTO 
5  40 
800  IF  DUTPUTt="P"  THEN  S20 
810  GOTO  1060 


550  DIM  N*  (  1  1 0 )  ,  L  (  1  I  0  > 

560  FDR  X=l  TO  N 

570  READ  N* ( X ) 

580  L ( X ) =LEN (N* (X ) ) 

590  NEXT  X 


0 

830  FOR  LINE=1  TO  23 

840  INPUT  tt5.L« 

950  LPRINT  ,  ,  ,  L* 

860  NEXT  LINE 

B70  GOTO  1060 


630  CALL  VCHAR ( 1 , 32, 31 , 24) 

640  CALL  HCHAR (24 , 1 . 31 , 31 > 

650  FOR  Z=l   TO  K 

660  E=0 

670  R=  INT  (RND*N)  + 1 

680  IF  Nt(R)="i"l"   TtlFN  67'^ 

880  DATA  C,R,0,S,S,W.O,R,D,   ,P,U,Z.Z    J^J  ROW= ^NT  ( RND *  23  )^^ 

''-'^     ^     ,  ^  „  „  700  COL=INT  <RND*29>  +3 


890  DATA  P, R, D, G, R, A, M 

900  DATA  B.  Y. 0.  W,  I  , L. L ,  I . A, M. 0,  L . 0.  E 


7  10  FLAG=0 

720  FOR  X=0  TO  L(R)+1 

730  IF  R0W+X>23  THEN  670 

740  CALL  GCHAR (ROW+X, COL, B) 

^^„^,,,^^   ,  ^,.^  750  CALL  GCHAR  (ROW  +  X  .  COL-1  .  C  ) 

1070  GET  «5'D:GRAPHICS  0:END  GCHAR ( ROW ^ X , COL + 1 . D ) 

1080  REM  BE  SURE  TO  INCLUDE  LINES  20    ^^^  ^^   ( B=32 ) * ( C=32 ) * ( D=32 ) THEN  310 


,  R,  C,  H,  E, R 
1060  PRINT   "f4  SPACESD DONE-HI T 

O  CONTINUE"; 


00-21  10 

Program  4:  ti-99/4A  version 


730  FLAG=1 

790  X=L(R)+1 

800  SOTO  820 

100  GOTO  230  8  10  E=E+1 

110  REM  HORIZONTAL  PRINTER  820  NEXT  X 

120  FOR  1=1   TO  LEN<H*)  030  IF  FLAG=1  THEN  690 

130  LETTER  =  ASC  <SEB*  (H$,  I  .  1  )  )  840  IF  E  -  ;- L  C  R  >  +  1   THEN  960 

140  CALL  HCHAR<ROW. COL  1  I  ,  LETTER)         850  E  =  0 

150  NEXT  I  S60  CALL  HCH AR ( ROW , COL . 42 ) 

160  RETURN  870  FOR  X=l  TO  L(R) 

170  REM  VERTICAL  PRINTER  880  CALL  HCH AR ( ROW+ X  .  COL  ,  ASC  ( SEGt ( N 

190  FOR  1=1  TO  LEN(V*)  $(R),X,1>)) 

190  LETTER=ASC f SE6« (Vt. I , I ) 1  890  NEXT  X 

200  CALL  VCHAR(ROW+I , COL. LETTER)         900  CALL  HCHAR ( ROW+ X , COL , 42 ) 

•110  NEXT  I  ''l^  N«(R>="0" 

220  RETURN  920  NEXT  Z 

230  RANDOMIZE  ''-^  ^  =  ^ 

240  CALL  CLEAR  "?''^  Z  =  Z+2 

84     COMPUni    May  1983 


An  Ocean  Apart 


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950 
960 
970 
9B0 
990 
1  000 

1010 
1020 
1030 
1040 
1050 
1060 
1070 
1080 
1090 


M=l 

IF  Z>23  THEN 

FOR  X=l   TO  N 

E  =  0 

G  =  0 

IF   <N*  <  X ) 

THEN  1260 

FOR  Y=I  TO  L(X) 

CALL  6CHAR  (  Z  ,  M-f-Y 

C=ASC (SEG« (N« ( X ) 


0 


0" )  +  (  -:m  +  l  <  X  )  +2) 


;i ) 


100 
1 1  0 

120 

130 

140 

150 

160 

1  170 

1  180 

1  190 

1200 

1210 

1220 

1230 

1240 

1250 

1260 

1270 

1280 

1290 

1300 

1310 

1320 
1330 
1340 
1350 
1360 
1  370 
1330 
1390 
1400 
1410 
1  420 
1430 
1440 
1450 
1460 
1470 
1480 
1490 
1500 
1510 
1520 
1530 
1540 
1550 
1560 


Y, 


"*"; !     NEXT    X,Y 
130       HTAB    2:     VTAB    24;     FOR    I    =    1    TO    38: PRINT 

"*"; :     NEXT    I 
140   A    =    11:     FOR    F    =    1    TO    16j A    =    A    +    1 : E 

=    18:     READ    A* 
150       FOR    B    =    3    TO    A:     VTAB    19:     HTAB    Bs PRINT 

'■    "A»:     NEXT    B 
160      FOR    C    =    1     TO    10:     HTAB    1 
170      FOR    D    =    1    TO    E:     VTAB    D    +    1:     NEXT    D 


1  )  ) 


IF  CB 
E  =  E+-1 
IF  B< 
G  =  G  +  1 
IF     E=0     THEN 


32) * ( B< >C) THEN     1060 


THEN     1080 


1:     PRINT 


1  140 


31  )  *  (B<  >42 J  t  (G<  >L  ( X )  ) TH 


1  190 


IF      (B 
EN     1120 
ri  =  M+l 
60T0     970 

IF     E=L<X)THEN 
NEXT     y 
LDC  =  2 
GOTO     1260 
LOC  =  0 

ri=M  +  l 

GOTO     970 

CALL  GCHAR ( Z , M+L ( X ) +1 

IF   (E=42> + (B=32) THEN 

M  =  M+1 

GOTO  1260 

CALL  GCHAR(Z,M,B) 

IF  <B=32) + <B=42) THEN 

M  =  M  +  1 

NEXT  X 

IF  L0C  =  2  THEN  1  160 

GOTO  940 

CALL  HCHAR ( Z , M, 42) 

FOR  L  1  =  1  TO  L  (it) 

CALL  HCHAR(Z,M+L1 

X  )  ,  L  1  ,  1  )  )  ) 

NEXT  LI 

CALL  HCHAR £Z 

N* ( X ) ="0" 

M=M+L1 

GOTO  970 

IF  S*="P"  THEN  1460 

Ht="DONE-HIT  c  TO 

R0W=24 

C0L  =  4 

GOSUB  120 

CALL  KEY(3,F,ST) 

IF  ST=0  THEN  1420 

CALL  CLEAR 

END 

OPEN  #1 : "RS232" 

FOR  ROW=l  TO  23 

FOR  C0L=2  TO  31 

CALL  6CHAR (ROW, COL, X) 

PRINT  #1 :CHR« (X ) ; 

NEXT  COL 

PRINT  *»1:CHR*(13> 

NEXT  ROW 

CLOSE  #1 

GOTO  1380 

REM  BE  SURE  TO  INCLUDE 

00-2  1  10 


,  B) 
1230 


1  290 


9:     PRINT    A* 

9:  PRINT  "  " 
NEXT  Y:  NEXT  X 
I  NEXT  :  HOME 


ASC  (SE6*  CN* ( 


M  +  Ll 


42) 

360 

370 

380 

390 

0 

400 

CONTINUE" 

410 

1B0   HTAB  A  +  1:  PRINT  A$:  HTAB  A 

"  ":E  =  E  -  1:  NEXT  C:  NEXT  F 
190   FDR  X  =  1  TO  2000:  NEXT 
200  A  =  19:  FOR  F  =  1  TO  7:E  =  18:  READ 

A*:  FOR  B  =  3  TO  A  -  1:  VTAB  19:  HTAB 

B;  PRINT  "  "At:  NEXT  B 
210   VTAB  19:  PRINT  "  « " 
220   FOR  C  =  1  TO  13  -  F;  HTAB  1:  FOR  D 

=  1  TO  E:  VTAB  D  +  1:  NEXT  D 
230   HTAB  A:  PRINT  At:  HTAB  A:  PRINT  " 

":E  =  E  -  1:  NEXT  C:  POKE  1210,143 

:  NEXT  F 
240   FOR  X  =  1  TO  19:  READ  At:  IF  At  = 

"0"  THEN  270 
250  VTAB  14:  HTAB  X  + 
260  GOTO  280 
270  VTAB  14:  HTAB  X  -^ 
2B0  FOR  Y  =  1  TO  200: 
290  FOR  I  =  1  TO  2000 
300   VTAB  4:  INPUT  "HOW  MANY  WORDS  (MAX 

: 110)7";N 
310   VTAB  7:  INPUT  "HOW  MANY  VERTICAL  W 

ORDS  < 15-25  WORKS     WELL)?";K 
320   VTAB  10:  INPUT  "RESULTS  ON  SCREEN 

OR  PRINTER  (S  OR  P)?";S* 
330   DIM  Nt<N) ,L(N) 
340   FDR  X  =  1  TO  N:  READ  Nt(X):L(X)  = 

LEN  <Nt(X)):  NEXT  X:  HOME 
350   INVERSE  :  FOR  I  =  1  TO  23:  FOR  3    = 

1  TO  39:  HTAB  J:  VTAB  I:  PRINT  "  " 

;:  NEXT  J:  NEXT  I:  NORMAL 

DIM  XL7.<23):  FOR  I  =  0  TO  7 
XL'/.  (I)  =  1024  +  128  *  I 
XL'/.  (I  +  8)  =  1064  +  128  *  I 
XL7.<I  +  16)  =  1104  +  128  «  I:  NEXT  I 

FDR  Z  =  1  TO  K:E  =  0 
R  =   INT  (  RND  (1)  t  N) 

R)  =  "0"  THEN  410 
420  ROW  =   INT  (  RND  <1)  «  : 

(  RND  (1)  «  40) 
430  F  =  XL7.  (ROW)  +  COL 
440   FOR  X  =  0  TO  L(R)  +  1:B  =   PEEK  (X 

L7.  CROW  +  X)  +  CDL):C  =   PEEK  (XLV.  ( 

ROW  +  X)  +  COL  -  1):D  =   PEEK  (XL*/. 

(ROW  +  X)  +  COL  +  1) 
450   IF  B  <   >  32  OR  C  <   >  32  OR  D  <        ':■ 

32  THEN  X  =  L(R>  +  1:  NEXT  X:  GOTO 

420 
460  E  =  E  +  1 
470   NEXT  X:  IF  E  =  L<R)  +  1  THEN  E  =  0 


IF  Ntt 


13)  sCOL  =   INT 


LINES  20 


Program  5:  Apple  version 


100   TEXT  :  HOME 
110   HTAB  2:  FOR  X  = 

; :  NEXT  X 
120   VTAB  1:  FOR  Y  = 
TO  39  STEP  37; 


480 


490 


500 


1    TO 

38:     PRINT 

11  4  It 

510 
520 

2    TO 

23:     FOR    X 

=    2 

530 

VTAB 

Y:     HTAB    X: 

PRINT 

540 

POKE  P,170;  REM   PLACE  *  ON  EITHER 
SIDE  OF  WORD  . 

FOR  X  =  1  TO  L(R):  POKE  (XL7.  (ROW  + 

X)  +  COL),  ASC  (  MID*  (Nt(R>,X,l)) 
+  64 

NEXT  :  POKE  (XL7.(RDW  + 

70:Nt(R)  =  "0":  NEXT  Z 

MOTHER  WORD 
Z  =  0 
Z  =  Z  +  2:L  =  0 

IF  Z  >  23  THEN  770 

FOR  X  =  1  TO  N:E  =  0:B 


X)  +  COL) ,1 
REM   GET  A 


0 


96     COMPUTE!     May1983 


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550 

560 
570 
580 
5V0 
600 
610 
620 
630 

640 
650 
660 
670 
680 
690 
700 
710 
720 
730 
740 
750 


760 


IF  N*(X)  =  "0"  0RL+L(X)+2>3 
9  THEN   NEXT  X 
IF  X  >  N  THEN  520 
FOR  Y  =  1  TO  L<X) 
B  =   PEEK  (XL7.  (Z)  +  L  +  Y) 
C  =   ASC  <  MID*  (N*(X),Y,1))  +  64 
IF  B  =  32  OR  B  =  C  THEN  E  =  E  +  1 
IF  B  =  32  THEN  G  =  6  +  1 
IF  E  =  0  THEN  660 

IF  B  =  160  OR  B  =  170  OR  G  =  L(X)THEN 
L  =  L  +  1:  GOTO  540 
IF  E  =  LCX)  THEN  680 
NEXT  Y 
NEXT  X 
L  =  L  +  1:  GOTO  540 
B  =   PEEK  (XL7.<Z)  +  L  +  L(X)  +1) 

IF  B  =  170  OR  B  =  32  THEN  710 
L  =  L  +  1:  NEXT  X:  GOTO  520 
B  =   PEEK  (XL7.  (2)  +  L5 

IF  B  =  32  OR  B  =  170  THEN  740 
L  =  L  +  1:  NEXT  X:  GOTO  520 
POKE  (XL7.  (Z)  +  L)  ,  170 
FOR  LI  =  1  TO  LCX):  POKE  (XL7.  CZ)  + 
L  +  LI),  flSC  (  MID*  (N»(X) ,L1, 1) )  + 
64 

NEXT  LI:  POKE  (XL/.  (Z)  +  L  +  LI),  17 
0:N*(X)  =  "0":L  =  L  +  LI:  GOTO  540 


770   IF  S$  =  "P"  THEN  790 

780   GOTO  1030 

790   PR#  1:  PRINT   CHR*  (9) "255N" 

800   FOR  X  =  0  TO  23:B  =  20:  FDR  Y  =  0  TO 

39:  IF  Y  >  0  THEN  B  =  0 
810  A  =   PEEK  (XL7.  (X)  +  Y)  :  IF  A  =  160  OR 

A  =  170  OR  A  =  32  THEN  A  =  237 
820  B%    =   CNR*  (A  -  64) 
830   PRINT   SPC(  B)B*;:  IF  Y  =  39  THEN 

PRINT 
840   NEXT  Y:  NEXT  X:  PR#  0:  PRINT  :  GOTO 

1030 
850   DATA   C,R,0,S,S,W,D,R,D,  ,P,U,Z,Z, 

L,E 
860   DATA   P,R,0,G,R,A,M 
870   DATA   B,Y,0,W, I,L,L, I,A,M,0,L,O,E, 

1030   PRINT  "         DONE-HIT  'C  TO  CO 

NTINUE"; 
1040   GET  F*:  HOME  :  END 
1050   REM   BE  SURE  TO  INCLUDE  LINES  200 

0-2110 


Program  6:  data  statements  To  Be  Added 
To  Eacti  Version 

2000  REM  NUMBER  OF  WORDS  =  110 

2010  DATA  ASSENT, ASTERISK, BAG, BITE, BOOT, BUF 

PER , BULK , CELL , CEMENT , CLAI M 
2020  DATA  CAT, PERSON, CHAIR, CAN, PAPER, NUMBER 

, OWL , PLATE , CIRCLE , PENCI L , LIGHT 
2030  DATA  VICTORY, LETTER, DOORWAY, SAIL, LOVE, 

MOTHER, SON, DAUGHTER, CAR, HAPPY,  WIN 

G 
2040  DATA  TOMORROW, TRUCK, BUSY, FEELINGS, SUNS 

ET , BRIGHT , SUMMER, PAINT , MOVI E , CHES 

S 
2050  DATA  TENNIS, NET, BALL, RACKET, COURT, PLAY 

ER, OFFICIAL, BOOTH , SCORE , POINT , THE 

2060  DATA  PINS, RACK, NEEDLES, CHAIR, STOOL, CEI 
■  LING,  SOUND,  PROFESSOR,  TEACHER,.SCHO 

OL 
2070  DATA  COMPUTE, KEYBOARD, BYTE, BIT, STOP, GO 


, END, MICROCOMPUTER, SOLUTION, FINE 
2080  DATA  ROOM, SAD, JOY, PEACE, BOATING, RIVER, 

LAKE , SWIMMING , BOARD .GRASS , TOIL, TR 

EE 
2090  DATA  EGG, EXHALE,GLORY, ILLUSIVE, IMMORAL 

, DESK , LET , LEVEL , MYSTERY , MYSELF, RU 

N 
2100  DATA  NAIL, TWO, MUTE, OFF, OFFER, PALM, PANE 

L , PENNY , CENT , DOLLAR, POLL , POLICE , H 

ELP 
2110  DATA  RENDER  (pi 


VIC-20  /  CBM  64 

*The  Accountant $29.95 

(C/L,  B'S,  pan 

*Accounte  Receivable/Payable $21.95 

*Tapeworm $1 2.95 

(Keep  track  of  your  records  and  tapes) 

Sigma  Stat $19.95 

(A  sophisticated  stat  prog,  for  VIC  +  Ski 

Snakman $15.95 

(Just  like  your  favorite  arcade  game  VIC  onlv) 
•Available  for  VIC  &  CBM  64 

EMBASSY  COMPUTER  PRODUCTS 

P.O.  BOX  as,  Little  Neck.  NY.  11363 
Check  or  money  order.  No  COD's.  h.y.  Residents  add  8.25% 
sales  tax.  Add.  S1 .50  for  postage  and  handling. 
DEALER  INQUIRIES  INVITED  —  PROGRAMMERS  WANTED 


LUNA 


SOFTWARE 


LUNA  SOFTWARE  has 
now  available  for  im- 
mediate delivery  a 
diverse  line  of  software 

for  the  Commodore 
64™  and  Vic  20™.  Call 
us  today  for  a  com- 
plete look  at  our  pro- 
grams. 


DISKETTCS  &  CASSEnES  f=OR  THE 
COMMODORE  64" AND  VIC  20™. 


P.O.Box  26922  •  San  Jose.  CA  95159-6922  •  (4081378-7793 


aa    COMPUTE    May  1983 


T^U^ivaUnelec»9K0tUiUc^iti^KA 


s^»!r^ 


c* 


I^^ 


5$r:^-^^" 


>^^' 


.wt> 


RTC 


Call  or  write 
payments 
by  VISA, 
MASTERCARD 
or  BANK 
TRANSFER. 
Mailorders 
also  by 
certified 
checit,  etc. 


Many   more  64s 


^^ 


T 


^M 


I 


'''■'.'■'.'.'TO' 


sw 


Spooling 

to 

Printer 

10610  BAYVIEW  (Bayview  Plaza) 
RICHMOND  HILL, ONTARIO,  CANADA  L4C  3N8 
(416)884-4165 

C64--LINK 

The  Smart  64 


M 


So 


^o. 


ap-J 


Vx^^hi 


5o 


RTC 


VL16 


(future) 

Cartridge 

Mother  Board 


CP/M 


Switch 


Serial 

Audio     I/O 
RF    Video     Port 


IEEE    Dislts 

(2031)  (4040) 

(8050)  (8250) 

(9090) 


IEEE    Printers 

(4022)  (8023) 

(8300) 

etc. 


1541    Drive 

And 

1525    Printer 

or  1515  Printer 


or  VL3  Cable 

to    Parallel 

Printer 

lEEEtoParallel 
Interface 

Parallel 
Devices 


IEEE  to  Serial 

Interface 

True   Serial 

Devices 


or   VL4   Cable 

to  Standard 

M  odem 


POWER® 

And 

PAL® 

Give  These   Expanded  aM^ 

Capabilities  To  Your  64  ^ 

ir  The  atiility  to  transfer  data  from  any  type  of  device  to  another  (IEEE,  Serial, 
Parallel) 

■*■  BASIC  4.0  which  allows  you  to  run  mors  PET  BASIC  programs  and  gives  you 

extended  disk  and  I/O  commands. 

■*•  The  ability  to  have  several  64s  on  line  togettier  -  sharing  common   IEEE 
devices  such  as  disks  or  printers  with  Spooling  Capability, 

ir  Bulll-ln  machine  language  monitor 

■*•  A  built-in  terminal  or  modem  program  which  allows  the  system  to  communi- 
cate ttirough  a  modem  to  many  bulletin  board  systems  and  ottier  computer 
mainframes. 


-k  Compatibility  with  CP/M, 


Contact  your  local  Commodore  Dealer  or  RTC. 


Copyrights  and  Trademarks 

C64  Is  a  copyright  of  Commodore  Business  Machines, 
Inc.  C64-LINK  is  a  copyright  ol  F^ichvaie  Tele- 
communications. CP/M  is  a  registered  trademark  of 
Digitai  Research.  POWER  is  a  trademark  of  Pro- 
fessional Software.  PAL  is  a  copyright  of  Brad 
Templeton. 


Checkers  For 
The  Commodore  64 


Lester  W,  Cain 


Want  a  rest  from  those  fast-paced  arcade  games?  Try 
playing  the  sedate,  ancient  game  of  checkers  against  your 
64.  Not  much  frustration,  and  you're  likely  to  win. 


Move  your  piece  in  this  game  of  checkers  using 
the  four  cursor  controls.  Move  the  ?  cursor  to  the 
piece  to  begin  with,  and  press  RETURN.  This  will 
change  the  cursor  to  a  (fi .  Now,  move  to  where 
you  want  to  go,  and  press  RETURN.  The  computer 
will  not  allow  wrong  moves.  To  cancel  your  move, 
press  the  DEL  key.  If  no  move  is  possible,  press 
the  space  bar. 

The  computer  logic  is  not  tournament  quality, 
since  the  program  checks  moves  only  one  level 
deep.  The  King  moves  lack  somewhat,  but,  other- 
wise, the  computer  plays  a  pretty  fair  game.  If 
you  don't  pay  attention,  you  could  get  into 
trouble. 

Here's  a  brief  explanation  of  the  program. 

Program  Description 

Line  Nos. 

30  - 160  Subroutines  the  computer  uses  to  scan 
its  move.  It  is  only  one  level  deep. 
200  -  480  Routine  to  get  the  player's  move. 
490  -  504  Error  checks  disallowing  invalid  moves. 
509  -  580  Update  arrays;  if  a  jump  was  made, 
update  score. 

581  -  585  Check  for  another  move;  it  so,  go  get 
next  move. 

700  -  880  Main  scan  loop;  calls  routines  at  be- 
ginning of  program;  helps  speed  up  computer 
process. 

1800  - 1820  Print  prompts  at  the  bottom  of  the 
screen. 

1900  -  2160  Print  logo  and  instructions. 
2300  -  2470  Mostly  initialization. 
2600  -  2690  Print  the  game  board. 
2700  -  2850  POKE  new  array  to  the  board  after 
every  move. 
2870  -  3000  Update  the  scores. 

90    COMPUIB    May  1983 


1  REM  —  CHECKERS  FOR  COMMODORE  64 

5  REM  —  GO  INIALIZE  AND  PRINT  BOARD 
10  GOSUB1900:GOTO200 
20  GETA$:IFA$=""THEN20 

2  2  RETURN 

29  REM  —  COMPUTERS  SCAN 

30  U=X+A:V=Y+B:IFU<0ORU>7ORV<0ORV>7THEN80 

40  IFS(U,V)=0THENGOSUB90:GOTO80 

50  IFS(U,V)<0THEN80 

60  U=U+A:V=V+B: :IFU<0ORV<0ORU>7ORV>7THENa 

0 
70  IFS(U,V)=0THENGOSUB90 
80  RETURN 

90  IFV=0ANDS(X,Y)=-lTHENQ=Q+2 
9  5  IFABS(Y-V)=2THENQ=Q+5 
100  IFY=7THENQ=Q-2 
105  IFY=0ORU=7THENQ=Q+1 
110  FORC=-1TO1STEP2:IFU+C<0ORU+C>7ORV+G<0T 

HEN130 
115  IFS(U+C,V+G) <0THENQ=Q+1 :GOTO130 
120  IFU-C<0ORU-C>7ORV-G>7THEN130 
125  IFS ( U+C , V+G ) >0AND ( S ( U-C , V-G ) =0OR ( U-C=X 

ANDV-G=Y) )THENQ=Q-2 
130  NEXTC:IFQ>R(0)THENR(0)=Q:R(1)=X:R(2)=Y 

;R(3)=U:R(4)=V 
135  0=0: RETURN 
150  U=X+A:V=Y+B:IFU<0ORU>7ORV<0ORV>7THEN16 

0 
155  IFS(U,V)=0ANDS(X+A/2,Y+B/2)>0THENGOSUB 

90 
L60  RETURN 

199  REM  —  PLAYER  MAIN  LOOP 

200  GOSUB2700 

220  IFC1=12THEND?="I  WON  TOUGH  LUCK":G0T01 

600 
230  IFPl=12THEND?="Y0U  WON  CONGRATULATIONS 

" :GOTO1600 
240  D$=T$:GOSUB1800:Z=0 

2  50  F1=1:F2=2:LO=SU+(22*CD)+1:L1=0:U1=0 
260  L2=Ll-l!U2=Ul-l;KI=63 
2  70  F=0 :GETF$ : IFF$  <> " "THENF=ASC(F$ ) 
280  PE=PEEK(L0) sPOKELO, KI : FORT=1TO50 :NEXT: 

PC=PEEK(L0+DI) :P0KEL0+DI,1 
290  POKELO, 160:FORT=lTO50:NEXTsPOKELO,PE:P 

OKELO+DI,PC 
300  IF  F=157THENIFL1>0THENL1=L1-1 :L0=L0-3 
320  IFF=19THENPRINT" {clear] ":END 
340  IFF=13ORF=141THEN490  ; 

360  IFF=32THEN690 

370  IFF=20ANDZ=0THEN250:REM  NULL  MOVE 
400  IFF=29THENIFLl<7THENLl=Ll+l:LO=LO+3 
420  IFF=145THENIFU1<7THENU1=U1+1:L0=L0-3*C 

D 
460  IFF=I7THENIFL!1>0THENU1=U1-1:LO=LO+3*CD 


Products  for  VIC  ao^and  CBIVier 


SOFTWARE 


Word  Wizard  For  The  Vic  20'HFteQuires  at  least  8K  memory  expansion)  A  user 
friendly  WORD  PROCESSOR  with  optional  joystick  control.  Easy  edit  and  string 
manipulation  commands  that  iollow  the  standard  format.  Full  use  of  function  keys  for 
ease  of  use  100%  machine  language  with  Delete  Word,  Search  functions  and  Full 
Justification.  Use  VIC  Graphic  printer,  or  any  Centronics  compatible  printer  connected 
to  the  user  port.  On  Tape  (supports  disk).  S34.95. 

ZAP!-Climbing  the  corporate  ladder  could  be  fun  except  for  all  that  falling  paperwork. 
This  Hires  arcade  type  game  allows  up  to^  players  to  advance  through  each  floor  and 
change  levels  to  scale  the  corporate  ranks.  Be  careful,  its  easy  to  be  ZAPPED! 
CARTRIDGE  for  VIC  20.-  S29.95 

Bcmtier  Word-A  unique  graphic  word  game  on  cartridge  that  provides  the  full  thrill  of 
arcade  action.  Complete  with  six  modes  of  play  options  for  added  enjoyment  Play 
against  the  computer  or  another  player  6  to  adult  For  VIC  20"'.  SZ9,B5. 

Tic  Atlack-A  fast  action  arcade  game  on  Cartridge  that  challenges  all  of  your 
dexterity.  Written  in  machine  language  for  special  audio  &  visual  effects.  Over  1 00 
levels  of  play,  High  score  indication.  For  VIC  20'",  SZ9.95 

Dol-A-Lot-As  you  wander  through  the  maze  of  life  collecting  Berries,  you  happen  upon 
some  magical  fruit  Pick  one  and  the  treasures  appear,  but  the  Meanies  are  out  today 
looking  to  spoil  your  fun.  Defeat  them  and  continue  on  to  a  higher  level.  An  ever 
changing  maze  plus  arcade  type  animation  and  sound  will  provide  a  real  winning 
CARTRIDGE  for  the  VIC  20-',  S29.95 

Triple  Play-Three  word  games  that  are  both  fun  and  educationaf  The  games  that  are 
included  are  CROSSWORDS  (requires  at  least  8K  expansion).  Five  complete  puzzles 
are  included  and  each  puzzle  hasup  to  1 00  different  words,  CRYPTO-SOLVE  will  help 
you  solve  those  cryptic  messages  found  in  newspapers,  books,  and  magazines  with  a 

Dealer  and  Distributor 

Inquiries  Invited 

NOTE,  We  solicit  (larflware  and  software  items  for  the  VIC  20 '  and  CBM  64 ' ,  Royalties,  license  fees,  or  outriglit  purchases 
can  be  negotiated,  CBM  64-  &  VIC  20'  are  Registered  Trademarks  of  Commodore  Business  Machines  Inc, 


systematic  computer  technique,  included  are  approximately  50  different 
puzzles.  You  can  even  enter  your  own  cryptic  messages,  H  lODEN  WOflDS  will 
display  a  matrix  ol  seemingly  random  letters  on  the  screen.  Upon  closer  inspection, 
you  will  be  able  to  find  many  words.  Included  are  approximately  25  different  puzzles. 
For  VIC  20-,  ONLY  S29,95  (oralis 

Sketch  Pad  &  Char-Gsn-This  hi-resolution  drawing  program  will  allow  you  to  draw 
pictures  in  detail.  Use  either  the  keyboard  or  optional  joystick,  A  fill  command  will 
allow  you  to  fill  a  block  and  other  commands  allow  you  to  easily  clear  the  screen.  You 
can  also  save  and  load  pictures,  Char-Gen  is  a  simple  to  use  custom  character 
generator  that  will  allow  you  to  design  different  characters  for  each  printable  key  on 
the  computer  This  program  is  an  excellent  device  to  design  game  creatures,  foreign 
alphabets,  secret  symbols,  or  other  special  characters.  One  set  is  included  and  you 
can  make  and  store  others  quite  easily.  Both  for  VIC  20' ,  ONLY  SZ4,95 

HARDWARE 

Ex|iaiid-B-Ram-16K  Expansion  Board  lor  the  VIC  20'  with  reset,  memory  write 
protect  lull  memory  allocation,  plus  TWO  expansion  slots.  Like  having  2  products  in 
1,  Can  even  be  used  as  a  cartridge  development  system,  SI  19,00 

UniKBrsal  Tape  Inlerlace  &  Du[ilKator-(Use  on  the  CBM  64-  and  VIC  20").  With  this 
device,  you  can  easily  load  save  or  even  duplicate  tapes  easily  with  your  recorder. 
Full  3  LED  indication  of  Data  transfer  makes  this  the  most  reliable  way  to  Load,  Save 
and  Duplicate.  A  complete  I/O  device  with  extras,  NOTE:  Duplication  requires  2 
recorders.  Only  S49.95 

Universal  Parallel  Inlerlaces-Now  you  can  use  most  any  parallel  Centronics''  type 
printer  with  your  VIC  20 '/CBM  64".  The  inexpensive  model  will  allow  you  to  access 
your  printer  through  the  user  port  This  cable  and  driver  is 

only  S19.95,  Our  other  model  from  TYMAC  is  more       

extensive  wild  graphic  capabilities.  Call  or  inW  l^'l^ft 

write  for  more  information  and  1 1  %|^h|    U 

prices. 


mWTB 


A 


DISTRIBUTING  INC. 

1342  B  Rt.  23,  Butler,  NJ  07405 

201-838-9027 


480  GOTO270 

490  POKE19a,0:Rl(Fl)=Ll  :  :R1(F2)=UI :IFL2=Ll 
ORU2=U1THEN630 

491  1Fs(l1,U1)=0ANDKI=63THEN1040 

492  IFS(Ll,Ul)=40RS(Ll,rjl)  <0THEN1040 

493  IFKIO63THEN509 

494  LM=L1-1  :UP=U1  +  1  :  IFL1>=XAND!JI  <=6THENIFS 
(LM,UP)=0THEN509 

495  LP=Ll+l:IFLl<=6ANDUl<=6THENIFS(LP,UP)= 
0THEN509 

496  IFS(L1,U1)=1THEN499 

497  UM=Ul-l:IFLl>=lANDUl>=lTHEtnFS(LM,UH)= 
0THEN509 

498  IFLl<=6AHDUl>=lTHENrFS(LP,UM)=0THEN509 

499  IFL1>=2ANDU1<=5THENIFS(LM,UP) <0A«DS(L1 
-2,U1+2)=0THEN509 

5  00  IFL1<  =  5ANDIJ1<  =  5THENIF,S(LP,UP)<0ANDS(L1 
+2,Ul+2 )=0THEN509 

501  IFS(L1,!J1)=1THEN1040 

502  IFL1>=2ANDU1>=2THENIFS(LM,UM) <0ANDS(L1 
-2,U1-2)=0THEN509 

503  IFL1<=5ANDU1>=2THENIFS(LP,UM) <0ANDS(L1 
+2,U1-2)=0THEN509 

504  GOTO104O:REM  ERROR 

509  KI=0 :L2=L1 :U2=U1 : IFF1=1THENF1=3 : F2=4:G 

OTO270 
5  30  E=R1(1);H=R1(2):A=R1(3):B=R1(4):IFS(E, 

H)=40RS(A,B)  O0THEN1040 
540    IFABS(E-A) >20RABS(H-B) >2THEN1040 
5  60    S(A,B)=S(E,H) : S(E , h) =0 : IFABS ( E-A) <>2TH 

EK660 
5  70    S( (E+A)/2, (H+B)/2)=0:P1=P1+1:F2=4:F1=3 

; Z= 1 : Rl( 1 ) =R1 ( 3 ) : Rl ( 2 ) =Rl ( 4 ) 
575    IFB=7THENSCA,B)=2 

580  GOSUB2700:KI=35 

581  LM=L1-1:UP=U1+1:IFL1>=2ANDUI<=5THENIFS 
(LM,UP)<0ANDS(L1-2,U1+2)=0THEN600 

582  LP=L1+1:IFL1<=5ANDU1<=5THENIFS(LP,UP) < 
0ANDSCL1+2,U1+2)=0THEN600 

583  IFS(L1,UL)=1THEN690 

5  84  UM=U1-1:IFL1>=2ANDU1>=2THENIFS(LM,UM) < 

0ANDS(L1-2,U1-2)=0THEW600 
585    IFL1<=5ANDU1>=2THENIFS(LP,UM) <0ANDS(L1 

+2,U1-2=0THEN600 
5  86    GOTO690 

600    D$=AM$ :GOSUB1800:GOTO270 
630    Al=Rl(Fl):Bl=Rl(F2) 
640    IFS(A1,B1)<>0ORABS(A1-A) <>20RABS ( Bl-B) 

O2THEN1040 
650    E=A:H=B:A=A1:B=B1:GOTO560 
660    IFB=7THENS(A,B)=2 
590    GOSUB2700:REM   UPDATE    BOARD 

699  REM  COMPUTERS  TURN 

700  D$=MT?:GOSUB1800 

7  20  RM(0)=INT( .25+(7*RNDC1) )):FORI=1T07 

7  30  RM=INT( .25+(7*RND(l) ) ) : FORJ=0TOI-l : IFR 

M ( J ) =RHTHEHJ=I -I : NEXTJ : GOTO?  30 
7  40  NEXTJ:RM(I)=RM:NEXTI 
7  50  FORXI=0TO7:X=RM(XI) : FORY=0TO7 : IFS ( X, Y) 

>-lTHEN780 
760  IFS(X,Y)=-1THENFORA=-1T01STEP2:B=G:GOS 

UB30:NEXTA 
770  IFS(X,Y)=-2THENF0RA=-1T01STEP2 :F0RB=-1 

TO1STEP2:GOSUB30:NEXTB,A 

7  80  NEXTY.XI 

790  IFR(0)=-99THENP1=12 :GOTO230:REM  LOOSE 

800  R(0)=-99 

810  TFR(4l=0THRNS(R(3),R(4) )=-2:GOTO830 

820  S(R(3),R(4))=S(R(1),R(2)) 

8  30  SCR(1),R(2) )=0:IFABS{R(1)-R(3))<>2THEN 

200 
840  sC(r(1)+R(3))/2,(rC2)+R(4))/2)=0:C1=C1 


+  1 


-1THENB=-2:F0RA 


1930  PRINTRTS; "{REV} 
REV}  {OFF}#{REV} 
REV}  {OFF}#{REV} 


850  X=rC3):Y=R(4):IFSCx,Y) 

=-2TO2STEP4:GOSUB150 
860  IFSCx,Y)=-2THENFORA=-2T02STEP4:FORB=-2 

TO2STEP4:GOSUB150:NEXTB 
8  70  NEXTA:IFR(0) <> -99THENR( 0 )=-99 :GOTO810 
880  GOTO200 
1040  D?=C? :GOSUB1800:FORT=1TO2000:NEXT:GOTO 

220 
1600  GOSUB1800:FORI=1TO5000:NEXT 
1610  D$="WANT  TO  PLAY  AGAIN" : GOSUB1800 
1620  GOSUB20:IFA5="Y"THENRUK 
1630  PRIMT"THANKS  FOR  PLAYING": END 
1800  D$="  "+D$+" 

1810  PRINT" IhOMEI "; : F0RI=1T024 : PRINT" {DOWN} 

"; :NEXT 
1820  PRINTRT$;DS; : RETURN 
1900  PRINT" (clear) [03  down) ":RT$="lll 

right} " 

[OFF}f{REV}  {OFF}#{ 
(OFFlffREV}  {OFF)i{ 
_        {OFF}£[REV}  " 
1940  PRINT" {0FF}";RT5;"%{REV}  {OFF}  {REV} 
{OFF}  {REV}  [OFF}  JREV}  {OFF}  [REV] 

{off}  {rev}  {off}  {rev}  {off}'" 
19  50  printrt5;"{rev}c{off}  [rev}hIoff}  { 

REV}E{0FF}  {REV}C{0FF}  {REV}Ki0FF]  { 
rev}e{off}  {REV}R{0FF}  {REV}S" 

1960  print"  {0FF}";RTS;"%^{REV}  {OFF}  {REV} 
{off}  {REV}  [OFF}  {REV}  {OFF}  {REV} 
{OFF}  {REV}  {OFF}  {REV}  {OFF}'" 

1970  PRINTRT$;"{REV}  {0FF}${REV}  ToFF}${ 
REV}  {OFF}${REV}  {OFF}${REV}  {OFF}${ 
REV)  {OFF}${REV}  {OFF}${REV}  " 

1980  INPUT" {03  down] {03  RIGHTJnAME  PLEASE"? 

PL? 
2000  PRINT" {05  down} {03  RIGHt3wANT  INSTRUCT 

IONS  (y/n) ":GOSUB20 
2020  IFA?<>"Y"THEN  2300 
2030  PRINTCHR5 (14) 
2040  PRINT" {clear} {D0Wn}M0VE  FLASHING  IrEV} 

7 {off!  to  man  you" 

2050  PRINT"WANT  to  MOVE,  WITH  CURSOR 

2060  PRINT"C0NTR0LS.{D0WN}" 

2070  PRINT"PRESS  THE  CARRIAGE  RETURN." 

2080  PRINT"THEN  MOVE  THE  FLASHING  {REV}@{ 

off]" 
2090  print"to  where  you  want  to  go." 

2100  PRINT"PRESS  CARRIAGE  RETURN .{ DOWN} " 

2110  PRINT" IF  YOU  HAVE  ANOTHER  MOVE" 

2120  PRINT"MOVE  THIS  MAN  AND  FOLLOW" 

2130  PRINT"WITH  A  CARRIAGE  RETURN .( DOWN? " 

2140  PRINT" IF  YOU  DO  NOT  HAVE  A  MOVE" 

2150  PRINT"PRESS  SPACE  BAR  TO  SKIP" 

2160  PRINT"A  TURN. {down} ":PRINT"HOME  ENDS  G 

AME  .  " 
2  300  SC= 102 7 :CC=80:SU=SC:CD=CC/ 2: 01=542  7  2 
2  340  Z1=87:Z2=102:Z3=81:Z4=32:RC=2:BC=0 
2350  PRINT" [04  DOWN} [03  RIGHT} { REV} ": PL$ ;" [ 

off}  do  you  WISH  RED  OR  BLACK? {OFF}  " 
2360  GOSUB20:IFAS<>"R"ANDA$<> "B"THEN2360 
2370  IFA$="B"THEN  Zl=102 : Z2=a7 : Z3=32 : Z4=81 : 

RC=0:BC=2 
2  380  A=SU;B=A+{3*CD)+3:DIMS(B,S) ,R1{4) , R(4} 


2  390  DATAl ,4,1,4,0,4,-1,4,4,1,4,0,4,-1,4,-1 

,15 
2  400  FORI=0TO7 : FORJ=0TO7 : READX : IFX=1 5THEN24 

20 
2410  S(I ,J)=X:GOTO2430 
2420  RESTORE: READS  (I,  J) 
2430  NEXTJ, I 
2440  T?="YOUR  TURN":C$="[REV}tRY  AGAIN{0FF} 


12    COMPUTI!    May  1983 


":MT?="MY  TURN":AM$="ANOTHER  MOVE 

2450  C6$="C-64": SR$="[2e  RIGHT]" 

2460  P0KE53281,15:PRINTCHR$(142) 

2470  G=-l:R(0)=-99 

2600  PRINT" {clear} "; ;RT$=" [03  RIGHT] ": R$=CH 

R?(2a)+"    ":B$=CHR$(144)+" 
2610  F0RI=1T04 : FORJ=lT03 : PRINTRT$ ; 
2620  FORL=1T04;PRINT"IrEV) "; R5 ; B$ ; :NEXT:PRI 

NT" (off) ": NEXT 
2630  FORK=lT03 :PRINTRT$; 
2640  F0RL=1T04:  PRINT"  [rev]  ";B?;R?,-  iNEXTtPRI 

NT 
2650  NEXTK,  I:PRINT"IbLK}"'; 
2660  PRINT" [home] [02  DOWN) " ? SR$ ; C6$ ; "  ";PL$ 

: I=SU+3*CD+27 : J=SU+3*CD+32 
2680  POKEI , Z2 ; POKEI+OI , RC : POKEJ , Zl : POKEJ+DI 

,BC 
2690  RETURN 

2699  REM  UPDATE  BOARD 

2700  Dl=SU+CD+l:FORJ=7TO0STEP-l:FORI=0TO7 

2  710  IFS( I , J )=0THENPOKED1 , 160 : POKEDl+DI , 0 :G 

OTO2850 
2720  IFS(I,J ) =1THENP0KED1 , Zl : POKEDl+DI , RC : G 

OTO2850 
2730  IFSd.J)  =-lTHENPOKEDl ,  Z2  :  POKEDl+DI ,  EC : 

GOTO2850 
2740  IFSd ,J)=2THENP0KED1, Z3: POKEDl+DI,  RC:G 

OTO2850 
2750  IFS(I,J) =-2THENP0KEDl , Z4 : POKEDl+DI , EC : 

GOTO2850 
2850  DI=D1+3:NEXT;D1=D1+96:NEXT 
2860  REM  —  UPDATE  SCORE 
2870  PRINT" [home] [05  DOWN] " ; SR$ ; CI ; "    ";P1 

3  000    RETURN  © 


Your  Commodore  64 
Deserves  An  Assistant 

Data  Base  Management 
Financial  Planning 

Word  Processing 


RAINBOW 

COMPUTER 

CORPORATION 


490  Lancaster  Avenue 

Frczer,  PA  1 9355  (21 5)  296-3474 

Dealer  Inquiries  Invited 


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All  ^oirwort^  pociipgpicotnp  compie'«>  wiih  msn  ucrjonioi  manuals  Pa^Tagpcind  hondi 

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GOgBAGE 


Call  on  Eagle  8  Bit  &  16  Bit 
Computers  and  Software 


NEC 

COMPUTERS 

MMK) CALL 

SOOIA S719.00 

S03I  S719.0O 

SOU tS49.D0 

PRINTERS 

8023 $<69.00 

7710/7730 $2299.00 

3510/3530 $1549.00 

KMONITORS 

JB-IZ60 $119.00 

JB-IZOl $149.00 

JC-1JI2 $299.00 

iC-12-I02 $299.00 

JC-1203 $599.00 


PRINTERS 

BIMITH  CORONA 

TP  I $599.00 

TriclDT  Fnd $  129.00 

C  ITOH  fEC] 

SlMr»ittniF10-40CPS) $1299.00 

PriiilmulHFlO-SSCPS) $1S49.00 

ProaiUngSlOP $399.00 

Pnwcilcr  gSIOS $599.00 

PnmrtlEr  1550  P $769.00 

PnMRttcr  1SS0  5.. $799.00 

OKIDATA 

8JA $429.00 

g3A $659.00 

g4(P>nlM) $1049.00 

84  (S€ilal) $1149.00 

92 $599.00 

91 $999.00 

IDS 

MkxciPibm $649.00 

132  (Fully  CanBgund) $1599.00 

m  (Fully  Cmaflund) $  1399.00 

Call  for  oth«f  otnliflurkUoiu. 

STAR 

Goslnl  10 $379.00 

Gemini  IS ...$489.00 

OAI B  YWRITEH 

UnnQivUly $1049.00 

DIABUO 

6M $999.00 

630 $1769.00 


O  Tel^deo 

TERIVIINA1.S 

910 $579.00 

912C $499.00 

920C $749.00 

925C $749.00 

950 $950.00 

WYtf  WYIOO $749.00 

COMPUTERS 

800A $1299.00 

802 $2649.00 

M2H $4695.00 

806 $4999.00 

816 $8999.00 

803 CALL 

1602/1603 CAU. 

PANASONIC 

JR200U  32K  PiT>.  Computer . . .  $309.00 

KnONITORS 

TR-120.  1 2"  Hi™  Gr«»n  ... $159.00 

CT-16a.  la'DiulMiMkColDr      .$299.00 

DT-DIOOO.  10"  RGB $349.00 

DT-D1300. 13-  HGB/Compodlt . . .  $429.00 


SANYO 

MB  1000  CompulfrT $1599.00 

MB  I60Add>>nDr>v< $539.00 

5500  Lfttrr  Quality  IWntfT $699.00 


P^^^^'       PC-IBOO 

POCKET  CDAAPUTER 
S1BS. 

PC  issa...SBa.ao 

CE  150  Printer,  PloltCT  and 

Cau.  Inlarfacc  Unit $  1 72,00 

CE  152  Cau.  Recorder $62.00 

CE  155  8K  Rao  Eipanrion  Module.    .  $94.00 
CE125  Printer/M  Jan  Cawelle.  ..$129.00 

MONITORS 

AMDEK 

300G $159.00 

300A $169.00 

310C $179.00 

310A $169.00 

CokjT  I $299.0</ 

ColoTll $599.00 

Color  li  A $799.00 

Color  111 $349.00 

12AU  12- Green  $79.99 

140i  13"  Color  (Mid  Res.) $369.00 

9191U  IS'Coifipoiite  .$329.00 

TAXAIM 

Coloi  CaaniMslli CALL 

RGB  1 $3Z9 .00 

3EENITH 

ZVM  121 $99.00 

ZT-I  Tennioal $369.00 

SHARP 

13"  Color  TV $269.00 

19-  Color  TV $339.00 

3mput:er  m 


Qs.  commodore 


VIC  BO 
S149 


Motor  Mouse $23.00 

Crnllpede $23.00 

Frogae  (VIC) $23-00 

Frogse  <&4) $23-00 

VIC  20  Duit  Cover $9.99 

VIC  1530  Dataxette $69.00 

VIC  1 54 1  (54K  Disk  Drivet $339.00 

VIC  1525  Graphic  Primer $339.00 

VIC  12103K  Mem.  E<p $32.00 

VIC  I1108K  Mem.  E«p $53.00 

VIC  nil  I6KMem.  Eip $94.00 

VIC  101 1  RS232C  Term- bueiface  ...  $43.00 
VIC  1 1 1 2  IEEE-488  Interface  ....  $86.00 

VIC  12  U  Super  Eipander $53.00 

VIC  Mother  Board $99.00 

HES.  UMI,  EPYX  *  Creative  Software  , 

lor  VIC.  Now  Ii>  SlocIlM 

pnOFEeeiONAI.  SOFTWARE 

Word  Pioceiiins  lor  VIC  64 $79.95 


HEWLETT 
PACKARD 

m 

41  CV 


HP7S       S79S. 

HP  4tC(Ftee  ntemory  rmidute).  ..$149.00 

HP  IOC $59.00 

HP  1 IC $72.00 

HP  12C $99.00 

HP  I5C $99.00 

HP  I6C $99.00 


IViaDEIVIS 

HAYES 

Smart -  $219.00 

Smart  1 200  (1200  Baud) $549.00 

Chronograph $199.00 

Miciomodem  100 $309.00 

Miciomodem  II $279.00 

Mkromodem  II  (lelth  Term) $299.00 

IM  OVATION 

J-Cat $119.00 

C»l $144.00 

D-Cat $  1 59.00 

103  Smart  Cat $189.00 

Apple  Cit  II $279.00 

103/212  Smart  Cat $439.00 

21 2  Apfile  Cat  II $609.00 

Apple  Cat  II  2 1 2  Upgrade $309.00 

ANCHOR 

Marl  I  (HS-232) $79.00 

Mark  II  (Atari) $79.00 

Mark  III  (TI-99) $109.00 

Mark  IV  (CBM/PETl $125.00 

Mark  V  (OSBORNE) $95.00 

Mark  VI  (IBM-PC) $  179.00 

Mark  VII  (Aulo  Aniwir  Cal!|....$ll9.a0 

IKS  -80  Color  Computer $99.00 

9  Volt  Power  Supply $9.00 


VIC  64 
S399. 


S032 $1039.00 

4032 $749.00 

8096  Upgrade  Kit $369.00 

Super  Pet $1499.00 

2031  $469.00 

8250  Dbl.Sided  Dlik  Drive  ....  S 1 699.00 

D9060  5  Meg.  Hard  Disk $2399.00 

D906a  7.5  Meg.  Hard  Dtik $2699.00 

8050 $1299.00 

4040 $969.00 

8300  (Letter  Quality) $1549.00 

8023 $599.00 

4022 S399.00 

New  Z-Ram,  Adda  CP/M*  &  64K  ...  $549.00 

Tht  Manager $209.00 

Magis ...CAa 

Word  Pro  5  PIm $319.00 

Word  Pro  4  Plui $299.00 

Word  Pro  3  Plus ...$199.00 

The  Administrator $379.00 

Info  Pro  Plui $21 9.00 

Power $79.00 


T1MEX     SINCLAIR 
lOOO  SS5. 

16K  Memory  Module $44.95 

Vu-Calc $17,95 

Check  Book  Manager $13.95 

Tlie  Organizer. ,.,....,...... $14.95 

The  Budgcier $13.95 

Slock  Option $  1 4.95 

Loan  St  Mortgage  Amortlzcr $1 2.95 

Mlndwore  Printer $109.00 

Ortit  Software CALL 


NEC 

3SSa  PRINTER. ..  S1  999 

PEHCOM/TAIMOaiM 

ORIVEB 

SVi-  1 60K  Disk  Drive  $249.00 

SH-  320K  Disk  Drive  $299.00 

AMDEK 

310A  Anther  Monitor $169.00 

310G $179.00 

Amdlsk  (3y<-  Drivt) .,,  $679,00 

X  Y  Plotter , , , , $649.00 

Color  II $599.00 

SOFTWARE 

I.U.S.  Easywrlter  II $249.00 

I.O.S.  Easyspeller $129.00 

Peach  Package  (GL/AP/AR)  . , . .  $4 1 9,00 

PROFESSIONAL 
SOFTWARE 

IBM/PC  Word  Processing $319.00 

CONTINENTAL 
SOFTWARE 

The  Home  Accountant  Plus .« 119.00 

1st  Class  Mall/Form  Letter $99.00 

SYNAPSE 

File  Manager  $1 19.00 


ail  order  eas^ 


506 


IISI  PA.  CALL  f-71  7]3e7-9B75.  477  E.THIRO  BT.,  ^MILLIAMSPOnT.  PA.   1  7701 
Nvriik.  Kdcpochofi  C.O.D.  orderiL  Pre-patd  onlen  receive  free  tUpplng  wtthln  the  UPS  Continental  United  Stalei  Delivery  Zone  with  no  walling  pet lod  for  cerllflcd  checktor  monevordcri.  Add 
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afid  ptlcc  cikangc  WIIH  ^i  Ww  vtock  mamifBctiircr'B  and  third  party  urftwarc  lor  mot!  all  computers  on  ihe  market.  Call  lixlay  for  our  new  catalOB. 


Call  on  FRANKLIN  Computers, 
Disk  Drives,  Software  and 
System  Specials. 


MICRO-SCI 

DIBK  DRIVES  FOR 
APPLE  S.  FRANKLIN 

A2 \299M 

A40 J349.00 

A70  t459.00 

C2  CoiitToller  S79.00 

C47  Confroller $89.00 


VISICORP 

far  Appla,  IBM  S  Franklin 

VlsldtK 5189.00 

Vltiftlc 5189.00 

Vislplot 5159.00 

Vlsllerm 589.00 

Visilrend/Plol 5229.00 

VlslSchedule $229.00 

Duktop  Ron $189.00 

VincakfAppkll'.CBMJBM] $179.00 

Vislcorp  pric«  ivr  IBM  may  var^  iligKtly. 

CONTINENTAL 

Home  Accnt.  (Appli/Anrij $59-00 

TheTaxA4van[B3iKApple,Atari>. .  .545.00 
Isl  Class  Mall/Fomi  LtttolApple). . .  $79.00 

Tlie  Book  ol  App't $14.95 

Tlur  Book  ol  Alnri $14.95 

The  Book  of  Appiv  GrapKics  ....  .514.95 

SIRIU8 

Free  Fall 524.00 

Beet  Run $24.00 

Snake  Byte 524.00 

Space  Eggs 524.00 

Sneakers 524.00 

Bandits 528.00 

BRODERBUND 

Apple  Pan(c , . . .  - $2  J.OO 

David's  Magic $27.00 

Slat  Blazer $ 25.00 

Arcade  Machine $34  00 

Chopliher $27.00 

Serpentine $27.00 

INFOCOM 

Deadline<AlBri.Appie.lBM) $35.00 

Stat  Cross $29.00 

Zotk  I,  11.  or  III $29.00 

MPC 

BubdUk  (12SK  Ram) $719.00 

AXLON 

Applc/Franklln  1 28K  Ram 5399.00 

Apple/Franklin  Ram  Disk 5999  00 

KRAFT 

Apple  Joystick  $44 .00 


A  ATARI 

1010  Recorder $74.00 

1020  Printer $269.00 

1025  Printer $589.00 

830  Modem $159.00 

820  Printer $259,00 

850  Interface $169.00 

CX40  Joy  Sticks  (pair) ,  $  18.00 

CX414  Bookkeeper  Program  ..   $119.00 

CX419  Bookkeeper  Kit $  195.00 

CX481  Entenainet  Package $59  00 

CX482  Educator  Package $130.00 

CX4g3  Programmer  Package  ....  $54.00 
CX484  Communicator  Package . . .  $344.00 
Full  Stroke  Replacement  Keyboard. - 
for  Atari  400 $119.00 


48K 


ALIEN 

Atari  Voice  Bos 51 19.00 

Apple  Voice  Bos 5 149.00 

MEMORY 

Aslon  32K  Ram $89.00 

A«lon  48K  Ram . . .   $139.00 

Aslon  1 28K  Ram $399.00 

1  nlec  32K  Board $74.00 

lnlec48K  Board $99.00 

I ntec  64K  Boardt400  Only) $  1 49.00 

wica 

Joystick 524.95 

FamousRedBall $26  95 

Apple  Trackball $59.00 

Atarl/VIC  Trackball $55.00 

Apple  Adapter $16.00 


PEfiQOM 


OlSK  OI1IVEB 

FOR  ATAR 

$399  00 

.    .$299.00 

$549.00 

RFD  40- A 1 

.    .5349  00 

RFD  40'S2     

5889.00 

RFD  44-Sl   

5679.00 

RFD44-S2 

$1029.00 

RAIMA  DISK  DniV^a 

Call  for  pricf  and  availabiliry  on  (he 

new  Rana  Disk  Drives  for  The  Apple 

and  Franklin  Computer  Systems. 


FI-C3PPY  DISKS 

MAXELL 

MD  I  (Bosol  10) $32,00 

MD  It  |Bo«  oIlO) $44,00 

FDI(8-t $40,00 

FD  11  (8"  DDl 550,00 

VERBATUM 

5W-  SS  SD  $26.00 

5H"  DS  DD $36.00 

ELEPHANT 

5y."SSSD 519,99 


ATARI aoa 

•16K SI  93. 

3aK SS74'- 

4BK 9B93- 

e4K *359  *• 

*NDn-Atari  Ram 
One  Year  Extended  Warranty  , , , ,  $70.00 

ATARI 

Pac-Man $33.00 

Centlpeile $33.00 

Caverns  o(  Mars 532.00 

Asteroids 529.00 

Missile  Command 529.00 

Star  Raiders  $35 .00 

Galaiian $33.00 

Defender $33.00 

Atat*  Visicaic $159.00 

ON-LINE 

Jawbreaker $27.00 

Sohpom $27.00 

Wi rard  and  the  Piinccss $29.00 

The  Neil  Step $  34.00 

Mission  Asletoid 522.00 

Mouikaltack 531.00 

Frojger 531.00 

Cross  Fire  (ROM) 536.00 

SYNAPSE 

Rle  Manager  800* $69.00 

Chlcken(aemi $34.00 

Picnic  PatBnola(Ram) $34.00 

Claim  Jumper  (Rom) $34.00 

Slime  IRoml $34.00 

Shamus(Roml $34.00 

Protector  (Rami $34.00 

Dodae  Racer|C/Dl $26.00 

Naulilus  (C/D) $26.00 

Shadow  World  (C/D) 526.00 

Survivor  (CVDl  $26.00 

Drelbs  (€/  D|  $26,00 

Necromancer  (C/D| $26.00 

Pharohs  Curse  (C/D) $26.00 

Fon  Apocolyps*  (C/D) $26.00 

Paget $19.00 

Asse  mblir $30.00 

Disk  Manager $24.00 

DATABOFT 

Pacific  Coast  Highway $25.00 

Canyon  Climber $25 .00 

Tumble  Bugs $25.00 

Shooling  Arcade 525.00 

Clowns  and  Balloons $25  .DO 

Graphic  Mailer 530.00 

Graphic  Generator 513.00 

Micro  Painter 525.00 

Test  Wliard 579.00 

Spell  Wizard $64,00 

Bishop's  Square .,.,,..,  $25.00 

Sands  of  Egypt $25.00 

Moon  Shuttle $25.00 

Zason , ,  , , $29.00 


810  Disk  Drive $429.00 

Call  for  Price  and 
Availability  of  the  NEW 
e4K  ATARI  iaao 

APX 

Tent  Formatter $18,50 

Family  Budgelet $18,50 

Eastern  Front $24.00 

Family  Cash $18,50 

Jukeboi $13,50 

Downhill $18,50 

Outlaw $18,50 

Holy  Grail 524,00 

Player  Piano 51  S,SO 

KeylMard  Organ S  IS.SO 

Number  Blast $  1 3.50 

Frogmaster $16.50 

747  Land  Simulator $18.50 

Bumpe r  Pool $13,50 

CBS 

K-raiy  Shoot  Out 532.00 

K-raiy  Kritters 532,00 

K-raiy  Antics $32.00 

K-star  Patrol $32.00 

Stick  Stand $5-99 

EPYX 

Crush.  Crumble  &  Chomp $24.00 

Crypt  ol  the  Undead $24.00 

Curse  of  Ra $16.00 

Datestones  8t  Ryn $16,00 

Invasion  Orion $19,00 

King  Arthur's  Heir $24,00 

Horloc's  Tower $16,00 

Rescue  at  Rlgel .524,00 

Ricochet 516,00 

Star  Warrior 529,00 

Temple  of  Asphai 529,00 

Upper  Reaches  ol  Apshal 516,00 

SPINNAKER 
Snooper  Troops  a  1  ,.,.,,,,..,,,.  534, 00 

Snooper  Troops  '2 534,00 

Face  Maker 524,00 

Story  Machljte S24.00 

Delta  Drawing $45.00 

Rhymes  and  Riddles 521.00 

Kinder  Comp $2 1 .00 

RDKLAN 

Wliard  ol  War  (Rom) $34.00 

Deluse  Invader  (Rom) 529,00 

Gorl  (HomI $34.00 

FIRBT  BTAR 
Astro  Chase $25.00 

Bia  B 

Miner  49er $35.00 

OAMEBTAR 

Baja  Buggies $24.95 

Football $24.95 


computer  mail  order  west: 

BQO-64S-331  1 


Dspt. 
SOB 


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Programming 

Multicolor  Characters 

On  The  VIC 


McDonnell 


If\/ou  know  how  to  create  standard  programmable  char- 
acters, you  can  create  four-color  characters  and  multi- 
color graphics.  Here's  how  to  select  colors  for  the  screen, 
border,  character,  and  auxiliary  colors.  For  the  unex- 
panded  VIC. 


In  order  to  understand  the  creation  of  multicolor 
characters  on  the  VIC-20,  you  must  first  have  a 
working  knowledge  of  standard  programmable 
characters.  You  can  easily  pick  this  information 
up  from  the  Programmer's  Reference  Manual, 
or  from  some  excellent  articles  in  past  issues  of 
COMPUTE! 

For  standard  programmable  characters,  draw- 
ing is  done  using  an  eight  by  eight  grid.  Each 
point  on  the  grid  represents  one  bit,  which  is 
turned  either  on  or  off  by  designating  a  value  of 
one  or  zero  for  the  bit. 

You  can  use  as  many  as  four  colors  in  one 
character  when  using  multicolor  graphics.  Since 
you  must  designate  one  of  four  color  choices, 
rather  than  simply  on  or  off,  you  cannot  program 
each  individual  bit.  However,  if  adjacent  bits  are 
combined  to  produce  a  piece  of  information,  you 
have  four  choices: 

1.  Both  bits  off  (00) 

2.  First  bit  off,  second  on  (01) 

3.  First  bit  on,  second  off  (10) 

4.  Both  bits  on  (11) 

You  now  have  the  four  possibilities  necessary 
to  designate  four  colors,  but  you  have  them  at  the 
sacrifice  of  horizontal  resolution.  Since  it  takes 
two  bits  to  specify  a  color,  you  will  be  able  to 
specify  only  four  individual  blocks  of  color  across 
one  horizontal  line  of  your  character  (as  opposed 
to  the  eight  blocks  available  with  a  standard  char- 
acter). You  still  have  eight  vertical  rows  available. 

Available  Colors 

Each  possible  two-bit  value  corresponds  to  a  spe- 
cific selectable  color. 


00  =  screen  color 

01  =  border  color 

10  =  character  color 

11  =  auxiliary  color 

For  border  and  character  colors,  you  have  the 
choice  of  the  eight  standard  VIC  colors.  For  screen 
and  auxiliary  colors,  you  can  choose  from  the  16 
colors  depicted  in  the  screen  and  border  color 
chart  in  the  back  of  your  owner's  manual.  More 
about  selecting  individual  colors  later. 

First,  let's  see  how  we  designate  our  four 
initial  choices.  The  figure  shows  the  same  pro- 
grammable character  in  both  standard  and  multi- 
color mode.  Notice  that  the  numerical  value  of 
each  horizontal  byte  is  the  same.  The  DATA  state- 
ments you  use  to  create  each  character  are  identi- 
cal. The  difference  is  that  in  the  multicolor  mode, 
each  pair  of  bits  is  combined  and  read  as  one 
nybble  to  identify  the  appropriate  color  group. 

Getting  Into  Multicolor 

Accessing  multicolor  mode  and  setting  the  desired 
character  color  are  done  simultaneously.  For  stan- 
dard characters,  you  POKE  the  appropriate  screen 
location  to  the  desired  color  using  the  numbers 
zero  (black)  through  seven  (yellow).  To  go  into 
multicolor  mode,  you  simply  add  eight  to  the 
desired  color  value.  This  both  selects  your  charac- 
ter color  and  sets  that  particular  character  to  mul- 
ticolor mode.  For  example,  POKEing  screen  loca- 
tion 38400  to  a  value  of  15  would  both  change  the 
character  color  in  the  upper  left  corner  of  the 
screen  to  yellow,  and  turn  on  the  multicolor  mode 
in  that  space. 

Setting  border  and  screen  colors  is  done  the 
same  as  always:  by  POKEing  36879  to  the  desired 
value  from  the  color  chart  in  your  user's  manual 
(POKE  36879,9  will  give  you  a  black  screen  and  a 
white  border). 

The  choice  of  auxiliary  color  is  made,  believe 
it  or  not,  in  the  same  memory  location  you  use  to 
control  volume,  with  a  POKE  to  location  36878. 

Moy1983    COMPUm    97 


There  are  256  possible  values  for  this  POKE  loca- 
tion (0-255),  and  each  of  the  consecutive  16  values 
corresponds  to  one  of  the  16  available  colors,  in 
descending  order,  from  the  chart. 

In  other  words,  any  value  between  zero  and 
15  POKEd  into  location  36878  will  produce  an 
auxiliary  color  of  black.  Values  16  through  31  will 
produce  white,  and  so  forth.  This  creates  a  slight 
problem  when  we're  writing  a  program  where  we 
want  to  control  both  volume  and  multicolor 
graphics.  We  can  solve  it  with  this  formula: 

POKE  36878,  A  MS +  V 

A  is  the  number  of  the  desired  color  (0  is  black,  1 
is  white,  etc.),  and  V  is  the  desired  volume. 

That's  what  you  need  to  know  to  create  mul- 
ticolor graphics.  The  rest  of  the  operation  is  iden- 
tical to  creating  standard  graphics. 

These  two  programs  illustrate  how  to  use 
multicolor  characters.  The  first  program  creates  a 
four-color  spaceship  and  moves  it  down  the 
screen.  The  spaceship  is  drawn  using  two  separate 
characters  and  POKEing  them  side  by  side. 

The  second  program  is  a  coloring  game  my 
children  seem  to  love.  It  allows  you  to  choose  the 
colors  in  which  the  character  will  be  drawn.  I 
created  the  character  using  a  grid  that  is  five  char- 
acters wide  and  five  deep,  and  which  yields  a  20  x 
40  area  of  programmable  blocks.  The  screen  and 
border  colors  are  set  to  black  and  white  by  the 
program.  You  select  the  auxiliary  color  and  three 
different  areas  of  character  color.  Because  charac- 
ter color  blocks  are  set  individually,  a  multicolor 
figure  consisting  of  more  than  one  character  can 
be  programmed  to  more  than  four  colors.  In  this 
case,  I  could  have  selected  up  to  28  different  colors 
for  the  figure.  Six  were  sufficient. 

Program  1:  Four-Color  Spaceship 

10  PRINT" {CLEAR] " 

100  POKE36869, 255 

105  POKE36879,61 

110  FORI=7168T07679:POKEI, PEEK (1+25600)  :  NE 

XT 
130  FORI=7176T07191 
150  READA;POKEI,A:NEXT 

154  X=7690:C=30720 

155  POKEX , 1 : POKEX+C , 10 : POKEX+1 , 2 : POKEX+C+ 1 

,10 

156  FORT=1TO80 : NEXT : POKEX , 32 ; POKEX+1 , 3 2 

157  X=X+22:IFX>B185THEN154 

158  GOT0155 

160  DATA8, 2, 5, 23, 85, 93, 85, 40, 32, 128,  80, 212 
,85,117,85,40 

Program  2:  coloring  Game 

10  PRINT" {clear}" 

20  PRINT" {10  down}    JUST  A  MINUTE..." 

110  FORI=7168TO7G79:POKEI,PEEKCI+25600) :NE 

XT 
120  F0RI=7176T07375 
130  READA:POKEI,A:NEXT 

139  POKEX+89,10:POKEX+89+C,10 

140  DATA48, 252, 239, 235, 235, 235, 232, 232, 235 


Draw 

128    64     32     16      8       4       2       1 


0 

0 

0 

0 

0 

1 

0 

0 

0 

0 

0 

0 

1 

0 

0 

0 

0 

0 

1 

1 

1 

1 

1 

0 

0 

1 

1 

1 

1 

1 

0 

0 

1 

0 

1 

1 

0 

0 

0 

1 

0 

0 

1 

0 

0 

0 

0 

0 

0 

0 

0 

0 

0 

0 

1 

0 

0 

1 

Standard 


Multicolor 


= screen  color 


= border  color 


=  character  color 


~  auxiliary  color 


=  4 
=  8 
=  63 
=  63 
=  46 

=  38 

_4 

=  21 


Same  programmable  character  in 
both  standard  and  multicolor  mode. 


98    COMPUni    May  1983 


standard  VIC  20 

no  additional  memory  needed 

(CG008)  Alien  Panic    $12.95 

Race  against  time  as  your  guy  digs  holes  to  trap 
aliens  in  4  floor  laddered,  brick  construction  site. 
Requires  joystick. 

(CG096)  Antimatter  Splatter     $24.95 

This  game  is  as  good  as  its  name.  Another  pure 
machine  code  game,  this  one  is  fast!  The  alien  at 
the  top  of  the  screen  is  making  a  strong  effort  to 
rid  the  world  of  humankind  by  dropping  anti- 
matter on  them.  The  splatter  cannon  and  you  are 
our  only  hope  as  more  and  more  antimatter  falls. 
Joystick  again  is  optional  equipment. 

(CG026)  Collide     $12.95 

"Vic"  controls  one,  you  the  other  as  cars  go 
opposite  directions  on  4  lane  track.  Requires 
joystick. 

(CG094)  Exterminator     $24.95 

Recently  scoring  a  rating  of  10  out  of  a  possible 
10  this  game  was  praised  as  "one  of  the  best  I've 
seen  on  any  computer"  by  a  prominent  reviewer 
in  a  leading  magazine.  The  idea  is  to  shoot  a 
centipede  before  it  overuns  you,  the  problem 
being  every  time  you  hit  it,  it  divides  into  two 
separate  shorter  ones.  Several  other  little 
creatures  bounce  around  during  this  struggle.  All 
of  them  lethal.  100%  machine  language  makes 
the  rapid  fire  action  very  smooth.  A  joystick  is 
optional,  but  as  always,  recommended,  (a  trac 
ball  is  also  very  nice!). 

(CG054)  Krazy  Kong     $12.95 

Three  screens,  a  gorilla,  barrels,  and  changing 
difficulty  levels  help  to  make  this  one  of  our  most 
popular.  Joystick  optional. 

(CG098)  Racefun     $19.95 

Extensive  use  of  multicolored  character  capabili- 
ties of  the  "Vic"  make  this  one  very  appealing  to, 
the    eye.    Fast   all    machine    language 
action,  quick  response  to  the  stick  or 
keyboard  controlled  throttle,  combine 
with   the  challenge  of  driving   in 
ever  faster  traffic  to  make  it 
appeal  to  the  rest  of  the  body. 
Joystick  controlling 
is  an  option. 


(CG058)  Rescue  From  Nufon     $12.95 

Must  find  30  hostages  in  this  100  room,  5  story. 
alien  infested,  graphic  adventure  game.  A 
continual  big  seller.  Keyboard  only  (n.  =  north  w  = 
west  etc.) 

(CG068)  The  Catch  .  .  .     $12.95 

Another  all  machine  language  game  based  on  the 
principle  that  one  person  with  one  joystick 
guiding  one  catch/shield  can  catch  everything 
that  one  alien  can  throw  at  one.  The  action  comes 
slowly  at  first  but  by  the  fourth  wave  you'll  be 
aware  of  .  .  .  "The  Catch"  .  .  . 

Expanded  Memory  Vic  20  Games 

(CG090)  Defender  On  Tri     $19.95 

Pilot  a  defender  style  ship  on  mission  to  save 
trapped  scientists  from  a  fiery  fate  (they  are 
aboard  an  alien  vessel  deep  in  the  gravity  well  of 
sol).  Excellent  graphics,  Short  scene  setting  story 
in  the  instructions.  "Defender  On  Tri"  requires  at 
least  3K  added  memory. 

(CG092)  3D  Man     $19.95 

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Our  first  8K  memory  expander  game  and  its  a 
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Commodore  64 

(CG602)  3D-64,  Man     $19.95 

This  available  on  the  expanded  "Vic  20" 
game,  has  been  completely  rewritten  for 
the  64  and  uses  sprites,  sounds,  and 
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This  one  requires  a  joystick. 


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,235,235,59,59,15,3 

141  DAT A3, 3, 3, 3, 3, 3, 1,5, 21, 22, 21, 21,  21,  21, 
5,5,1, 1,0,0,0,0,0,0,0 

142  DATA0, 0,2 5 2, 2 55, 3, 60, 2 5 5, 255, 245, 2 13, 2 
13,213,217,234,230 

143  DAT A2 3 1,2 5 5, 2 55, 2 5 5, 2 5 5, 2 52, 9 2, 84, 8 5, 8 
5,149, 165,138, 128,96,96 

144  DAT A88, 88, 89, 2 2, 5, 5, 1,1, 0,0, 0,0, 0,2 55, 
2  55,255,255,255,2  55,12  5,125,125,1 
25,125 

145  DATA25 5, 2 55, 2 55, 2 5 5, 19 5, 0,6 5, 6 5, 0,6 5,  8 
5,85,85,170,20,20 

146  DAT A40, 170, 170, 8 5, 170, 8 5, 85, 85,  85, 0,0, 
63,255,192,60,255 

147  DATA2 5 5, 9 5, 87, 87, 87, 103, 17 1,1 55,  2 19,  2 5 
5,255,255,255,63,53,21 

148  DATAB5,8  5,86,90,162,2,9,9, 37,37,101,14 
8,80,80,64,64,0 

149  DATA! 2, 6 3, 2 5 1,1 7 1,2 35, 2 35, 43, 43,  2 3 5,  2 3 
5,235,236,236,240,192 

150  DATAl 92, 192, 192, 192, 192, 192, 64, 80, 84,1 
48,84,84,84,84,80,80,64,64,0,0,0, 
0,0,0,0 

151  PRINT" {clear} {05  DOWNIhELLO,  THERE  1  MY 

NAME  {down  lis  FRED,  THE  SEE-THRU 
{down} MOUSE.  WHAT'S  YOURS" 

152  PRINT: INPUTN? 

153  PRINT" {clear] {02  DOWN } WELL, "N$ 

154  PRINT" {D0WN}I  HAPPEN  TO  LIVE  IN    { DOW 
down) YOUR  COMPUTER.  THEY    {DOWN) 
CALL  ME  A  SEE-THRU" 

155  PRINT" {dOWN}MOUSE  BECAUSE  I'M       { DOW 

down}invisiblei " 

156  PRINT" {down} BUT  YOU  CAN  SEE  ME  BY  {DOW 
down} PAINTING  ME  DIFFERENT  {oOtflSl} 
COLORS.  JUST  PRESS  THE" 

157  PRINT"SPACE  BAR  TO  BEGIN." 

158  GETB?:IFB$=""THEN158 

159  IFB$="  "THEN161 

160  GOT0158 

161  PRINT" {clear] {DOWNIFIRST  LET'S  COLOR  M 
Y   {down} FACE.  PICK  A  NUMBER." 

162  PRINT" {down] 1=RED       8=LT.0R." 

163  PRINT" {down] 2=CYAN      9=PINK" 

164  PRINT" { down] 3=PURPLE   10=LT.CYAN 

165  PRINT" {down] 4=GREEN    11=LT.PUR. 

166  PRINT" {down} 5=BLUE     12=LT.GRN. 

167  PRINT" {down} 5=YELL0W   13=LT.BLUE 

168  PRINT" { down} 7=0RANGE      14=LT.YEL. 

171  PRINT; INPUTC? :D=VAL(C$)+2 

172  IFD<30RD>16THEN161 

173  PRINT" {clear} {D0WN}THANK  YOU,  "N? 

174  PRINT" {D0WN}N0W  HOW  ABOUT  MY  EARS":GOS 
UB185 

175  PRINT" {clear} {down} VERY  GOODl  NOW  MY  E 
YES":G0SUBia5 

176  PRINT" {CLEAR}0KAY,  "N$ 

177  PRINT" {down} ONE  LAST  TIME  TO  C0L0R{D0W 
DOWN]mY  mouth. ":GOSUBia5:GOT0193 

185  PRINT" {down} 1=BLACK": PRINT" {D0WN}2=WHI 
TE" : PRINT" {dOWN} 3=RED" : PRINT" { DOW 
D0WN]4=CYAN" 

186  PRINT" {down} 5=PURPLE": PRINT" {down} 6=GR 
EEN": PRINT" { DOWN] 7=BLUE" : PRINT" {D 
D0WN]8=YELL0W" 

187  Y=Y+1: PRINT :INPUTH$(Y):H(Y)=VAL(H?(Y) ) 
138  IFH(Y)<1 ORH ( Y ) > 3ANDY=1THENY=0 : GOTOl 7 3 

189  IFH(y)<10RH(Y) >8ANDY=2THENY=l:GOT017  5 

190  IFH(Y) <10RH(Y)>8ANDY=3THENY=2:GOTOl76 

191  H(y)=H(Y)+7 

192  RETURN 

100    COMPUTE!    May  1983 


193 
194 


195 


196 


197 
198 

199 
200 
201 
202 
210 
220 
221 
222 
223 
224 
225 
226 
227 
228 
229 
230 
231 
232 

233 
234 
250 
260 


PRINT" {CLEAR] {D0WN]0KAY, "N$ 

PRINT" {down} HERE  WE  GO .  IF  YOU     { DOW 

down} WANT  TO  CHANGE  MY      {DOWN] 

COLORS,  PRESS  THE" 

PRINT" {down} SPACE  BAR. ": PRINT" { DOWN] AN 

D  WHEN  YOU  WANT  TO   { DOWN] QUIT,  P 

RESS  E." 

PRINT" {down} BUT  TO  SEE  ME  AS  YOU   { DOW 

DOWNJJUST  PAINTED  ME,  PRESS{D0WN} 

ANY  KEY  BUT  THOSE  TWO." 

GETF$ : IFF$=" "THEN197 

IFF5="  "THENY=0:POKE36869, 240:POKE3687 

9,27:GOT0161 

IFF$="E"THEN250 

PRINT" {clear} ":POKE36869,255 

PRINT" {clear} ":P0KE36869,255 

POKE36879,9 

POKE36878,D*15-l-l 

X=7887:C=30720 

F0RA=1T02 

FORB=0TO20STEP5 

POKEX , B+A : POKEX+C , H ( 1 ) 

X=X+1 

NEXTB 

X=X+17:NEXTA 

FORA=3T05 

FORB=0TO20STEP5 

P0KEX,B+A:P0KEX+C,H(3) 

X=X+1 jNEXTB 

X=X+17:NEXTA 

POKE7888+C,H(2) : P0KE7889+C,h( 2 ) : POKE79 

10+C,H(2 ):POKE7911+C,H(2) 

POKE7890+C,H(2):POKE7912+C,H(2) 

GOT0197 

POKE36869,240:POKE36879,27 

PRINT"  {clear}  {09  D0WN}S0  L0NG,"N?"1"© 


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Atari  Starshot 


Matthias  M  Giwer 


You  are  fli/iir;^  doxv)!  n  trench  bisecting  an  nrtificia! 
ivorhl.  A  iii^^ctuhodicd  voice  whispers  i)i  i/oiir  ear,  "Turn 
off  your  computer  -  BASIC  is  too  sloio."  As  this  game 
will  demonstrate,  Atari  BAS!C  can  be  fast  enough  if 
i/oii  ktnnc  how  to  speed  it  up. 


The  features  in  the  Atari  computer  give  it  a 
graphics  potential  that  approaches  that  available 
in  dedicated  graphics-oriented  computers.  And, 
features  of  Atari  BASIC  allow  very  fast  manipula- 
tion of  strings.  Direct  Memory  Access  for  the 
Player/Missile  Graphics,  and  the  direct  call  of 
machine  language  from  BASIC.  This  game  com- 
bines all  of  these  features  and  a  few  others. 

Let's  start  the  discussion  of  this  program 
with  the  subroutine  al  line  30000.  The  first  thing 
to  do  is  to  enable  the  Player/Missile  Graphics. 

Appendix  A  of  the  Atari  Hardware  Manual 
gives  a  detailed  example  of  how  to  do  this.  This 
method  only  works  when  there  is  nothing  on  the 
screen.  As  soon  as  you  write  to  the  screen,  this 
method  fails.  The  usual  approach  is  to  reserve 
enough  pages  for  the  screen  RAM,  the  Player/ 
Missile  graphics  pages,  etc.  All  in  all,  to  use  Player/ 
Missile  Graphics  with  GRAPHICS  7,  you  wind  up 
reserving  32  pages  and,  in  the  process,  taking 
care  of  the  computer  rather  than  letting  the 
Operating  System  (OS)  take  care  of  you.  Here  is 
how  to  do  it  right. 

RAMTOP 

Contained  in  register  106  is  the  number  of  pages 
of  RAM  available  to  you  for  your  use  after  every- 
thing needed  for  the  system  has  been  accounted 
for.  What  we  want  to  do  is  to  change  this  number 
so  that  RAM  is  protected  for  the  Player/Missile 
Graphics  pages.  This  is  accomplished  by  POKE 
106,  PEEK(106)-16.  This  puts  a  number  "into  that 
register  that  is  16  pages  less  than  the  number  the 

102     COMPUTl!     MQV1983 


Operating  System  determines  upon  powering  up 
the  computer  or  upon  system  reset.  But  just 
POKEing  a  new  number  does  nothing  until  the 
computer  makes  use  of  it. 

The  second  GRAPHICS  7  call  causes  the 
Operating  System  to  make  use  of  this  new  RAM- 
TOP  to  relocate  the  screen  RAM  and  the  display 
list  below  RAMTOP.  If  you  do  not  make  this 
graphics  call,  you  will  hnd  that  the  screen  memory 
is  above  the  new,  lower  protected  memory  limit, 
and  the  system  will  crash  at  the  first  attempt  to 
scroll  the  screen.  In  other  words,  your  system 
registers  that  point  to  the  first  screen  byte,  and 
the  display  list  will  be  above  RAMTOP.  The 
Operating  System  cannot  handle  this. 

You  proceed  as  normal  but  much  more  cleanly 
now  that  you  have  lowered  the  effective  lop  of 
your  RAM  and  made  the  Operating  System  reor- 
ganize itself  around  that  new  maximum  RAM 
with  the  seconci  graphics  call.  Lines  30204  and 
30206  are  the  enabling  POKEs  for  Player/Missile 
Graphics  as  described  in  many  articles  and  in  De 
Re  Atari.  Line  30208  is  the  POKE  to  tell  the  Oper- 
ating System  where  to  hnd  the  start  of  the  Player- 
Missile  data.  The  start  of  this  data  is  now  simply 
RAMTOP. 

With  Player/Missile  Graphics  set  up  this  way, 
you  can  forget  about  what  the  rest  of  the  system 
is  doing  and  treat  it  just  as  though  Player/Missile 
Graphics  were  not  in  use.  The  Operating  System 
(('^7/  take  care  of  you. 

Player  Definition 

The  next  routine  of  interest  is  at  line  30236.  (This 
is  the  machine  language  routine  published  in  the 
February  1982  issue  of  COMPUTE!.)  It  provides 
relocation  of  the  four  players  at  machine  language 
speeds  by  means  of  two  POKEs  and,  since  the 
routine  is  executed  during  the  vertical  blanking 
time,  the  motion  appears  to  be  continuous.  The 


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ATARI,  APPLE  II,  and  TINY  C  are  trademarks  of  Atari.  Inc.,  Apple  CtMnpuier,  Inc.,  and 
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rest  of  the  30000  lines  define  the  plavers.  Note 
that  the  [RESTORE  in  line  30310  mal<es  Player  3 
the  same  as  Player  2,  although  it  is  defined  as  a 
different  color  in  line  30230. 

Now  let's  jump  to  lines  100-120  -  we  will  get 
to  the  earlier  lines  later.  These  lines  arc  the  defini- 
tions that  will  be  used  for  named  subroutines 
later.  The  use  of  named  subroutines  is  a  desirable 
feature  that  greatly  aids  program  development. 

Lines  1890-1930  are  both  the  one-time  calls 
and  those  such  as  DISPLAY  that  arc  needed  to  set 
up  the  game  at  the  start. 

The  subroutine  at  line  10000  draws  the  back- 
ground in  the  wav  that  makes  this  illusion  of  mo- 
tion possible.  Note  that  each  set  of  lines  is  drawn 
with  a  different  COLOR  and  that  the  COLOR 
numbers  rotate  1,  2,  3,  1,  2,  3,  and  so  forth.  I  will 
get  back  to  this  in  a  minute. 

Color  Rotation  Simulates  Motion 

The  START  subroutine  at  line  5000  POKEs  num- 
bers into  the  color  registers  so  that  vou  can  see 
the  screen  and  draws  the  eight  attackers.  You  will 
note  also  that  COLOR  J  also  rotates  the  COLOR 
assigned  to  the  attacker  graphic  although  in  a 
more  complex  manner  than  in  BACKGROUND. 

The  DISPLAY  subroutine  at  line  6300  controls 
the  scoring  and  number  of  lives  information  that 
will  be  shown  in  the  bottom  alphanumeric 
window. 

ASELECT  at  line  6500  picks  the  order  in  which 
the  attackers  will  attack  from  among  the  pre- 
defined ATTACK  1-4$  in  lines  54  and  60. 

Within  the  infinite  loop  at  line  2100  you'll 
find  the  reason  why  I  used  different  COLORs  to 
draw  the  background.  The  four  statements  in  line 
2110  rotate  the  colors  used  in  the  background 
through  the  registers  in  a  "bucket  brigade"  man- 
ner; the  colors  seem  to  be  moving  toward  you. 
Given  the  drawn  background,  it  appears  as  though 
you  are  moving  forward  through  the  trench.  This 
illusion  of  motion  requires  the  use  of  three  differ- 
ent colors  as  a  minimum.  If  there  were  only  two 
colors,  they  would  appear  to  flicker  back  and  forth 
rather  than  move.  The  instructions  in  this  line 
will  be  used  in  almost  every  subroutine  so  that 
this  illusion  oi  motion  is  maintained. 

This  technie]ue  is  useful  in  many  applications 
-  you  can  simulate  many  kinds  of  motion.  If  you 
were  to  reverse  the  order  of  the  instructions,  you 
would  have  the  illusion  of  going  backwards.  Line 
2120  is  simply  a  short  delay. 

Another  line  that  you  will  find  throughout 
the  program  is  first  used  at  line  5017.  A  =  74  + 
PADDLE{0)/  2.92  is  the  equation  that  limits  the 
motion  of  Player  0  on  the  screen.  74  is  the  farthest 
left  X  location  that  Player  0  can  move  to.  The  range 
of  values  for  the  PADbLE(O)  is  0  to  228.  Dividing 
this  range  of  values  by  2.92  converts  the  largest 


value  of  228  to  the  rightmost  location  of  Player  0 
and  makes  the  full  left-to-right  motion  of  the 
Player  a  full  turn  of  the  PADDLE.  This  equation  is 
also  put  into  every  subroutine  where  the  program 
execution  takes  a  noticeable  amount  of  lime  in 
order  to  simulate  continut)us  motion. 

The  subroutine  MOVE  at  line  5100  is  a  loiter- 
ing loop  that  waits  a  random  number  of  loops 
until  the  first  attack  begins.  When  the  number  50 
is  reached,  program  execution  jumps  to  SELECT 
at  line  5200. 

The  SELECT  subroutine  picks  the  sequence 
of  the  attackers  from  ATTACK  IS  through 
A'ITACK4S.  ATTACKS  for  the  first  wave  was 
initially  called  in  line  1930.  This  routine  randomly 
picks  one  of  the  four  attack  sequences  defined  in 
lines  54  and  60.  An  attempt  to  read  the  ninth  ele- 
ment in  this  string  is  TRAPped  to  line  5211  which 
redraws  the  attackers  and  starts  over. 

Note  this  use  of  the  TRAP  instruction.  It  is 
not  meant  simply  to  avoid  a  program  crash,  but 
rather  to  perform  an  integral  program  function. 
Rather  than  a  RAM  and  time-consuming  test  or 
loop,  one  simple  statement  is  used. 

Lines  5215-5240  erase  the  chosen  attacker, 
position  Player  I  over  the  erased  attacker,  and 
give  some  warning  sounds.  Line  5241  calls  the 
subroutine  JOIN  at  line  5800.  This  routine  adds 
together  the  strings  which  are  used  to  define  the 
X  and  Y  positions  of  Player  1  as  it  moves  from  its 
initial  position  to  its  attack  position. 

Special  TRAPs 

The  strings  are  the  AXIS  and  AYIS  through  AX8$ 
and  AY8S  that  were  defined  back  in  the  beginning 
of  the  program.  These  are  the  X  and  Y  coordinates 
to  be  POKEd  into  PLX+  I  and  PLY  +  1.  They  are 
stored  as  groups  of  three  numbers.  These  values 
are  read  in  lines  5260-5270.  Note  that  bv  using 
TRAP  here  1  do  not  have  to  keep  track  of  tlie 
number  of  elements  in  the  string.  And  again  in- 
stead of  some  test  or  loop,  a  simple  statement 
is  used.  These  strings  are  merely  added  together. 
No  matter  what  the  sequence  of  the  attack,  the 
last  pattern  is  always  the  same,  and  the  last  set  of 
numbers  in  the  string  is  always  the  same. 

The  ATTACK  subroutine  at  line  5300  is  where 
the  shooting  occurs.  The  first  call  is  for  the  sub- 
routine PATTERN  at  line  5600.  This  subroutine 
chooses  among  five  possible  X  position  patterns 
and  five  possible  Y  position  patterns.  These  are 
the  rest  of  the  strings  defined  in  the  beginning  of 
the  program.  This  independent  choice  of  X  and  Y 
patterns  permits  a  total  of  25  different  attack 
patterns. 

In  line  5315,  the  X  and  Y  values  for  this  attack 
motion  are  read  out  in  groups  of  three.  In  this 
case,  the  TRAP  is  used  to  jump  back  to  the  PAT- 
TERN subroutine  call  to  pick  another  pair  of 


10^     COMPUTE!     MayW83 


and  sofhere  were  keys 
foriheAtari400. 


.n  the  bcsinning  there  was  the  membrane  keyboard. 

So  it  was  to  be  clone  that  Inhome  Software  would  create  a  full-stroke 
keyboard  for  the  Atari  400  Home  Computer  and  it  would  be  called  the  B  Key 
400,  and  would  sell  for  $119.95  U.S.  funds. 

The  new  B  Key  400  was  made  so  easy  to  install  that  the  owner  could  do 
it  himself  in  a  miraculous  two  minutes. 

With  the  B  Key  400  keyboard  from  Inhome  Software,  you  will  follow 
into  the  land  of  professional  home  computers  that  are  powerful,  easy  to 
program  and  have  a  great  capacity  that  can  be  made  even  greater  with  Inhome 
Software  48K  and  32K  memory  boards.  It  was  done  and  it  was  good. 

INHOIV/S 

ADVANCING  THE  PROGRESS 

Inhome  Software  Incorporated,  2485  Dunwin  Drive.  Mississauga.  Ontario,  L5L 1T1  (416)  828-0775.  Atari  is  a  trade  mark  of  Atari  Inc.  Made  in  Canada 


strings  when  the  end  of  the  STRING  is  reachoci. 
This  gives  ctintinuouslv  varying  motion  to  the 
attacker. 

Lines  5324  and  5325  change  the  size  of  the 
attacker  as  it  comes  "closer"  or  goes  "farther 
away."  F  and  G  are  flags  that  control  the  firing 
and  motion  of  the  missiles.  It  is  worth  examining 
hou'  these  flags  function. 

F  controls  the  attacker's  missile  firing.  Other 
than  its  housekeeping  functit>n,  the  primary  pur- 
pose of  the  IF  F  =  0  is  to  fix  the  X  and  Y  location  at 
the  moment  of  firing  so  that  the  motion  is  calcu- 
lated only  from  this  point.  After  F  is  set  to  1,  these 
statements  are  no  longer  executed.  If  they  were, 
the  missile  would  weave  back  and  forth  in  X  and 
Y  in  unison  with  the  attacker.  Behind  the  F=  I 
flag  are  the  calculations  that  determine  whether 
the  missile  passes  to  the  left  or  to  the  right.  The  G 
flag  performs  a  similar  program  function. 

Lines  5350  and  5352  check  for  missile-to- 
player  collisions  and  direct  action  to  the  appro- 
priate subroutine.  Line  5355  clears  the  collision 
registers. 

HITYOU,  HITME,  HITUS 

The  HITYOU,  HITME,  and  HITUS  subroutines 
introduce  Players  2  and  3  as  the  explosions.  In 
HITYOU  and  HITME,  these  two  players  are  se- 
quentially put  in  the  same  ItKation  as  the  hit 
player.  This  sequence  is  controlled  bv  the  TT  vari- 
able. Note  that  the  two  explosion  shapes  are  the 
same  but  of  different  colors.  Also,  when  they  are 
called,  they  are  placed  one  Y  position  different. 
The  purpose  is  tc)  give  some  illusion  of  a  dynamic 
explosion. 

Lines  5440  and  5540  move  the  hit  player  and 
explosions  off  the  screen.  The  logical  truth  state- 
ments determine  whether  the  hit  player  was  to 
the  left  or  right  of  center  when  hit  and  then  move 
it  off  the  screen  to  the  left  or  right  as  appropriate. 
Lines  5545  and  5547  cause  the  attacker  and  the 
explosions  to  grow  larger  as  they  go  by. 

The  significant  difference  in  the  two  sub- 
routines is  that  in  HITYOU  there  is  an  additional 
collision  test  in  line  5560.  This  requires  you  to  get 
out  of  the  way  of  the  hit  player  as  it  rolls  off  the 
screen.  If  you  don't,  you  are  also  destroyed,  and 
both  players  roll  off  the  screen.  This  is  controlled 
by  the  HITUS  subroutine.  Being  hit  by  the  at- 
tacker's missile  and  by  the  damaged  attacker 
causes  you  to  lose  one  life. 

Good  Practice 

This  is  a  quick  review  of  a  fairly  complex  program. 
It  exploits  many  of  the  Atari's  features.  The 
method  of  reserving  the  Player/Missile  Graphics 
pages  by  moving  RAMTOP  lets  the  machine  take 
care  of  you  and  perhaps  completes  the  official 
Atari  version  of  how  to  turn  on  the  function. 


/  loii'iu^  colors  cn'iitc  the  illusion  oj  3-D  iihyiviiieiil  in 
"Starsliol." 

40     J=66:PX=S 

50  DIM  ATTACK* (B) , AX5t < J ) . AYS* ( J) , AX 
t  (3*J)  , AY*  (3«J),APX1*(J)  , APYJ* (J) 
. APX*  < J )  , APY*  (J) 

51  DIM  AX4* ( J ) , AY4* (J) , APX2* ( J) , ftPY2 
*<J) ,APX3*(J) ,APY3*(J) ,APX4*<J) ,A 
PY4t ( J ) , APX5* f J) , APY5* ( J ) 

52  DIM  AX3*  ( J)  , AY3*  (  J )  , fiX2$  ( J)  , AY2*  ( 
J> ,AX6*(J> ,AY6*<J) ,AX7*(J) ,AY7*<J 
) ,AY8*(J) ,AXS*(J) ,AXi*<J>,flYl*(J) 

53  DIM  PLAYER* ( 1 O) , ATTACKl *( B) , ATTftC 
K2*(8) ,ATTACK3*C8) .ATTACK 4* (8) 

54  ATTACK 2*= "376284 15": ATT ACK3*= " 286 
47135": ATTACK 4*= "47613325" 

60  ATTACK  1 *="546372ei  ":  PLAYER*^" 1  2 

3  4  5" 

61  AX5*="  13  613  613513  413313  2131  130  129 
12S127126124I22121121122123124125 
126126" 

62  AYS*=" 038037035034034034035037039 

04  104  304  504  704  9  05  20S6059062065068 
07 1074 " 

6  3  AX4t=" 1 181201 22124  1261281301 32134 
13 41 3 2130 1281 26 1261261 26 1261 26126 
126126" 

64  AY4*="03603403203002S030032034037 
0  4  004  3  0  500570  6  3  070  07  6  08  2  0  80078  0  76 
075074" 

65  AX6*="156154152150 14814614414214  0 
138136" 

66  AY6*=" 033036034033034036038040042 
040038" 

6  7  AX  2*= "07808008 208403 6 0880 9 0  0920 94 

096098" 

68  AY2*= "038042044046048050052049046 
0  4  2  0  3  8" 

69  AX lt="058060062064066068070072074 
076078" 

7C^  AY  1S="  03303503  1035033042046048046 
042038" 

7  1  AX  3*= "098 100 1 02 1 04 1 06 1 08 1  101  121  14 

116  118" 
7  2  AY3t=" 04004404804  604  401 2040038036 

037038" 
7  3  AX7*=" 176174172170168166164162160 

158156" 
7  4  A  Y  7  *  = " O  3  8  O  3  6  O  3  4  O  3  2  0  3  0  0  3  3  O  3  6  O  3  9  0  4  2 

0  4  O  0  3  8" 

75  AXa*=" 19619419219  0  18S1BS1S41821SO 

1  7B176" 

76  AY8*=" 040044048046044042040038036 


106    COMPUTE    May  1963 


ATARI  SINGS  YOUR  FAVORITE  SONGS!!! 

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COMPUTE-"The  VOICE  BOX  offers  more  human-like  tones  and  does  not  blank  out  the  screen." 

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freely  intermixed  rather  than  requiring  separate  modes  as  is  the  cose 

without  exception  with  every  other  speech  system.  A  mode  called 

talking  face  displays  an  animated  face  with  impressive  lip  sync  A 

animation." J 

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an  added  dimension  to  games  overall.  I  believe  the  VOICE  BOX  is 

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programs,  the  Alien  Group  VOICE  BOX  is  probably  the  best  ^ 

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and  on  Ihe  new  VOICE  BOX  1 1 

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"When  I'm  64"  or  anything  else  that  anyone  wants  to  teach  it. 


INCORPORATE  THE  SINGING  HUMAN  FACE 
INTO  YOUR  PROGRAMS  AND  GAMES 


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The  New  VOICE  BOX  II  for  ATARI  plugs  into  the  serial  port  of  the  ATARI 
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quired. It  has  all  of  the  features  of  the  origina  I  VOICE  BOX  plus  many 
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•  A  library  of  30  famous  songs. 

•  A  comprehensive  musicsystem  that  allows  the  user  toeasilyenferor 
modify  new  songs. 

•  Software  that  con  convert  the  bottom  two  rows  of  the  ATARI  keyboard 
into  a  piano  with  a  range  of  Wh  octaves  using  the  shift  and  control 
keys. 

•  Programmable  musical  sound  effects  such  as  tremolo,  vibrato,  glis- 
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White. 

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change  the  foce  and  8  mouth  patterns  as  he  sees  fit. 

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helps  teach  school  children  to  identify  parts  of  speech  and  recognize 
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a  9digit  number  into  normal  English  pronunciation.  Ideal  for  build- 
ing your  own  math  games. 

•  STUD  POKER-A  talking  poker  gome  by  Jerry  White. 

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•■Singing  or  speaking  subroutines  can  be  incorporated  into  your 

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036033" 

83  APX 1*="  1 261 20 1  1 4 1  1 O I  1 01  141 2012613 
2138142142138132126120  114110  110  11 
4120126" 

84  AP  Y  1  *=  "  O740770820'?0O95  1  OO  1  04  i  05  1  O 
7  1091121141121 09 1071 05 1 04 1 0009509 
0082077" 

85  APX2«=" 1261 2B1 30 134 1381 421421 3613 
0  124121113)1010710410711011812012 
4126128" 

36  APY2*="0740790S4  086088094 1001061 1 

01 14  1 10108106  100094  03  7  08008008007 

8076075" 
87  APX3*=" 1261 30 134 138 1421461 421 381 3 

4  13012612613013413814214414213813 

4130126" 
83  APY3*=" 07407407407407408208609009 

3106114  120114 10609809008608207407 

4  0  7  4  0  7  4" 

89  APX4*="12613414213412611S110  110  12 
613  414213  4126113110110  12613  414213 
2126126" 

90  APY4* ="074  07808208609208608207 807 
4  0 78082086092096092 0SS034O8O07 607 
2  O  7  2  O  7  4  " 

9  1  APX5t=" 1261 32 138 144 150 156 162 156 15 
0  1  44 1 38 1 321 26 1 20 1  16  11 O 1 04093 1 04 1  1 
0  1  16  12  6" 
92  APY54= " 07407006807007403008409009 
61 02 1 06 1 020960  9  2086  08207  807607  4  07 
Ci  O  7  2  0  7  4  " 
lOO  BACKGR0UND=lOOOO: START=5000: MOVE 
=5  100:SELECT=5200:ATTACK=S300:HI 
THE=54  00:HITY0U=5500 
110  PATTERN=5600; RESET=5700: J0IN=5S0 

O: HITUS=S900 
120  XSCR=6000: YSCR=6100: L0SS=6200: DI 
SPLAY=6300: RESET 2= 64 00: ASELECT=6 
5  0  O 
1890  GOSUB  30000 
1900  GOSUB  BACKERDUND 
1910  GOSUB  START 
1920  GOSUB  DISPLAY 
1930  GOSUB  ASELECT 
2000  REM  CONTROL  LOOP 
2100  FOR  IJK=1  TO  2  STEP  0 
2110  TEMP=PEEK ( 710) : POKE  710,PEEK(70 
9):P0KE  709, PEEK (70S) : POKE  70S, 
TEMP 
2120  Q=SIN(1) 
2130  GOSUB  MOVE 
2900  NEXT  UK 
5000  REM  START 

5005  POKE  7OS,10:P0KE  709,0:POKE  710 
,S6:POKE  PLY,150:P0KE  53761,132 
: REM  709, 152 

5010  FOR  1=1  TO  8 

5011  FOR  J=0  TO  2 

5016  TEMP=PEEK (710) :POKE  710,PEEK<70 
9>:P0KE  709, PEEK<70Q) : POKE  708, 
TEMP 

5017  A  =  74  +  PADDLE  (O)  /2.  92:P0I<:E  PLX,A: 
POKE  53760, A-33 

5019  COLOR  J«I:IF  J*I=4  OR  J*I=0  OR 
Jtl=8  OR  J«I=12  OR  J»I=16  THEN 
COLOR  1 

5020  PLOT  20*1-10, J: DRAWTO  20«I-11,J 

5021  COLOR  J«I:IF  J»I=4  OR  J»I=0  OR 
J*I=a  OR  J»l=12  OR  J«I=16  THEN 
COLOR  2 

5022  PLOT  20*1-8, J+3:DRAWT0  20»I-12, 
J+3 

5025  TEMP=PEEK (710) : POKE  710,PEEK(70 
9): POKE  709, PEEK (70B) ;POKE  708, 

108    COMPUIB    May  1983 


TEMP 

5033  COLOR  J«I:1F  J*l=4  OR  J«I=0  OR 
J*I=B  OR  a*I=12  OR  J*I=16  THEN 
COLOR  3 

5034  PLOT  20*I-S, J+6:DRAWTO  20*1-9, J 
+6:PLOT  20* 1-12, J+6: DRAWTD  20*1 
-11, J+6 

5036  NEXT  JiNEXT  I 

5090  RETURN 

5100  REM  MOVE 

5105  FOR  IJK=1  TO  2  STEP  O 

5110  TEMP=PEEK (710) : POKE  710,PEEK(70 
9):POKE  709,  PEEK  (70S)  -.POKE  708, 
TEMP 

5111  A=SIN ( 1 > 

5120  A=74+PADDLE (O) /2. 92: POKE  PLX,A: 

POKE  53760, A-33 
5130  RR=RR+1:IF  RR=50  THEN  GOSUB  SEL 

ECT: RR=INT (40«RND (O) } : POKE  5376 

3, O: POKE  53761 , 132 
5135  NEXT  UK 
5190  RETURN 
5200  REM  SELECT 
5205  JJJ=JJJ+1 

5210  TRAP  521 1 : R=VAL ( ATTACK* ( JJ J , J JJ 
)):C0LOR  0:GOTO  5215:TRAP  40000 

5211  GOSUB  START: J J J=0: GOTO  5205 
5215  FOR  J=0  TO  2 

5220  PLOT  20*R-10, J :DRAWTO  20«R-il,J 

5223  TEMP=PEEK (710) :PDKE  710,PEEK(70 
9): POKE  709, PEEK (70S> : POKE  708, 
TEMP 

5224  A=74+PADDLE (O) /2. 92: POKE  PLX,A: 
POKE  53760, A-33 

5225  PLOT  20*R-S, 8-J : DRAWTO  20»R-9,8 
-J:PLOT  20SR-12, 8-J : DRAWTO  20*R 
-1  1  ,8-J 

5230  NEXT  J 

5235  PLOT  20«R-8, 3: DRAWTO  20*R-12,3; 
PLOT  20*R-8, 5: DRAWTD  20«R-12,5 

5236  POKE  PLX+1 , 36+20«R:P0KE  PLY+1,3 
8:PLOT  20*R-8, 4: DRAWTO  20*R-12, 
4 

5238  FOR  Z=250  TO  50  STEP  -50: FOR  X= 
15  TO  0  STEP  -5:SOUND  3,Z,a,X:N 
EXT  X 

5239  TEMP=PEEK(710) :POKE  710,PEEK(70 
9):P0KE  709, PEEK (708) : POKE  70B, 
TEMP 

5240  NEXT  Z 

5241  GOSUB  JOIN 

5249  TEMP=PEEK (710) : POKE  710,PEEK(70 
9):POKE  709, PEEK (708) : POKE  708, 
TEMPrPOKE  53763,134 

5250  A=86+PADDLE (O) /2. 92: POKE  PLX,A: 
POKE  53760, A-33 

5255  FOR  J=l  TO  200 

5260  TRAP  5280: X=VAL ( AX* ( J«3-2, J*3> ) 
: Y=VAL (AY* (J*3-2, J*3) ) :PDKE  PLX 
+l,X:POKE  PLY+1,Y:TRAP  40OOO:PD 
KE  53762, Y-20 

5265  TEMP=PEEk (710) :POKE  710,PEEK(70 
9): POKE  709, PEEK (708) : POKE  708, 
TEMP 

5266  A=74+PADDLE (0) /2. 92:PDKE  PLX, A; 
POKE  53760, A-33 

5270  NEXT  J 

5280  GOSUB  ATTACKiGOSUB  RESET 
5290  RETURN 
5300  REM  ATTACK 
5305  GOSUB  PATTERN 
5310  FOR  J=l  TO  200 

5315  TRAP  5305: X=VAL (APX* ( J«3-2, J«3) 
) : Y=VAL (APY* (J«3-2, J«3) ) : TRAP  4 


OOOO  PLX,A:PaKE  PL Y , 1 4B+RR : TT= 1 

5321  TEriP  =  PEEK  (7  lO)  :  POKE  710,PEEK(70  5432  IF  TT=1  THEN  POKE  53259,  3:P0KE 
9):PDKE  709,  PEEK  (708  J  :  POKE  708,  PL  Y +3  ,  1  44 +RR  :  POKE  PL  X +-3  ,  A  :  POKE 
TEMP  PLX,A:PDKE  PL Y , 1 4S+RR : TT=0 

5322  A=74+PADDLE <0) /2. 92; POKE  PLX,A:  5435  TEMP=PEEK ( 7 1 0 ) : POKE  710,PEEK(70 
POKE  53760, A-33  9): POKE  709 . PEEK < 709 >: POKE  708, 

5324  IF  Y>94  THEN  POKE  53257, 1:P0KE  TEMP 

53258,1  5440  RR=  (  RR  +  7 )  :  A=  ( A  +  7 )  *  < A S  1 28 )  +  < A-7 ) 

5325  IF  Y<94  THEN  POKE  53257, 0:POKE  »(A<127):IF  A<0  THEN  J  =  201 

53258.0  544  1  POKE  53760, RR 

5330  POKE  PLX+l,X;POKE  PLY+1,Y:P0KE  5442  IF  A<0  OR  A>255  THEN  J=201 

53762, Y-20  5444  IF  144+RR>2S5  THEN  J=201 

5333  IF  F=0  THEN  MlP=MYPHBASE+777+Y :  5490  NEXT  J : GOSUB  YSCR 

POKE  53253,  X:POKE  M  1  P  ,  1  2  :  M  1  PO  =  ri  5495  POKE  PL  Y  +  2  ,  229  :  POKE  PLY  +  3,229:P 

IP:  T  =  riYPMBASE  +  907  +  Y:  XT=X  OKE  33761.0 

533S  IF  F=0  THEN  F=1:P0KE  53765,207:  5497  RETURN 

POKE  53764,100  5500  REM  HITYDU 

5337  IF  F=l  THEN  M I P=M 1 P+7 : XT= ( - 1 . 5+  550S  POKE  53763 , 1 5 : POKE  MOPO,0:PQKE 
XT) « ( XT< 128) + < 1 .5+XT) * ( XT>128) :  M 1 PO , O : RR=0 : POKE  M0P,0:PDKE  MIP 
POKE  53253, XT: POKE  HIP, 12: POKE  ,0 

MiPO.O  5510  FOR  J=l  TO  200 

5338  IF  F=l  THEN  M 1 PO=M 1 P : POKE  53765  5531  IF  TT=0  THEN  POKE  PL Y+2 , Y- 1 0 : PO 
,  160:  IF  M1P5T--50  THEN  F  =  0;POKE  KE  PLX+2,X:POKE  PLY+l,Y:POKE  PL 
MlPO,0  X+i,X:POKE  PLX+3,0:TT=1 

5339  TEMP  =  PEEK <7  10)  : POKE  710,PEEK(70  5532  IF  TT=1  THEN  POKE  PL Y  +  3 ,  Y-9 : POK 
9):P0KE  709, PEEK (708) : POKE  70B,  E  PLX+3,X:POKE  PLY+1,Y:PDKE  PLX 
TEMP  +1,X:PQKE  PLX+2,0:TT=0 

5340  IF  G=0  THEN  IF  PTRIG(0)=0  THEN  5534  A=74 +PADDLE C O ) / 2 . 92 : POKE  PLX, A: 
M0P=MYPMBASE+76a+ 150: PT=SO+PADD  POKE  53762, Y:PQKE  53760 , 4 1 +PADD 
LE<0) /2. 29:P0KE  MOP , 3 : 6= 1 : POKE  LE(0)/2.92 

53252, PT  5S40  Y  =  Y  +  7 :  X= < X +  3 . 5 )  *  £  X > 1 28 )  +  (  X -3 .  5 ) 
5342  IF  e=l  THEN  MOPD=MOP : TO=MOP-70 :  *£X<128) 

G=2:P0KE  53765 , 1 5 : POKE  53764,50  5545  IF  Y>94  THEN  POKE  53257,1: POKE 
5347  IF  G=2  THEN  M0P=M0P-7 : PT= < 3 . 5 +P  53253,1: POKE  53259,1 

T) « (PT< 128)+ (-3.S+PT) * (PT>12B> :  SS47  IF  Y>130  THEN  POKE  53257, 3:PaKE 

POKE  MOP,  3:  POKE  MOPCO  53258,3:  POKE  53259,3 

5349  IF  G=2  THEN  POKE  53252 . PT : MOPO=  5550  TEMP=PEEK ( 7 1 O ) : POKE  710,PEEK(70 
MOP: POKE  53765,  160:  IF  MOP:  TO  TH  9): POKE  709 , PEEK ( 708 ): POKE  708, 
EN  G=0:POKE  MOPO,0  TEMP 

5350  IF  PEEK  (53256)=2  THEN  GOSUB  HIT  5560  IF  PEEK  ( 53260  )<:  >0  THEN  GOSUB  HI 
YOU  TUS 

5352  IF  PEEK (53257) =1  THEN  GOSUB  HIT  5582  IF  Y>255  THEN  J=201 

ME:POKE  M0P0,0:P0KE  MIPD.O  5584  IF  X>255  OR  X<0  THEN  J=201 

POKE  53273.0  5590  NEXT  J : BDSUB  XSCR 

375  NEXT  J  5595  POKE  PL2+2,0:P0KE  PLX+3,0:P0KE 
POKE  PLX , PADDLE (O) : POKE  PLY,14B  53763,0 

5395  RETURN  5597  RETURN 

5400  REM  HITME  5600  REM  SELECT  PATTERN 

5405  POKE  53761 ,  IS: POKE  M0P0,0:P0KE  5610  R=  I  NT ( 5*RND ( O )  ) + 1 

MlPO,O:RR=0  5621   IF  R=l  THEN  APX«=APX1* 

5410  FOR  J=l  TO  200  5622  IF  R=2  THEN  APX»=APX2* 

5412  IF  TT=0  THEN  POKE  5325B,3:PDKE  5623  IF  R=3  THEN  APX*=APX3« 

PLY+2, 1 44+RR: POKE  PLX+2,A:P0KE  5624   IF  R=4  THEN  APXS=APX4* 

PLX,A:PQKE  PL Y , 1 4B+RR ; TT= 1  5625  IF  R=5  THEN  APX*=APX5t 

54  13  IF  TT=1  THEN  POKE  53259, 3: POKE  5626  TEMP  =  PEEK  ( 7  1  O )  : POKE  7 10, PEEK (70 
PLY+3, 144+RR: POKE  PLX+3,A:POKE  9):P0KE  709 , PEEK ( 703 ): POKE  70B, 

PLX, A: POKE  PL Y , 1 48+RR : TT=0  TEMP 

5415  TRAP  5410:  X  =  VAL  ( APX4  (  J »3-2.  J*3)  5630  R= I  NT  ( 5 * RND ( 0 )  >  +  1 

)  :  Y  =  VAL  (  APYt  ( J *3-2, J *3)  >  :  TRAP  4  564  1   IF  R= 1  THEN  APY«  =  APY1* 

0000  5642  IF  R=2  THEN  APY«=APY2* 

5421  TEMP=PEEK (710) : POKE  710,PEEK(70  5643  IF  R=3  THEN  APY*=APY3* 

9): POKE  709, PEEK (70S) : POKE  708,  5644  IF  R=4  THEN  APY*=APY4* 

TEMP  5645  IF  R=5  THEN  APY*=APY5* 

5424  IF  Y>94  THEN  POKE  53257,1: POKE  5690  RETURN 

53258. 1  5700  REM  RESET 

5425  IF  Y<94  THEN  POKE  53257, 0:POKE  5710  F=0:0=0:PaKE  53257, 0:POKE  PLX+1 
53258,0  ,0 

5427  POKE  PLX+1, X; POKE  PLY+1,Y:PDKE  5790  RETURN 

53762, Y+20  5800  REM  JOIN 

5430  IF  TT  =  0  THEN  POKE  53258,  3:P0KE  5810  IF  R=l  THEN  A X «  =  AX  1  * :  A  X *  ( LEW ( A  X 
PLY+2, 144+RR:P0KE  PLX+2,A:P0KE  *)+l)=AX2*:AXt<LEN(AX«)+l)=AX3* 
PLX+3,0:TT=1  :AX*(LEN(AX4)+1)=AX4* 

5431  IF  TT  =  0  THEN  POKE  53258. 3:PDKE  5812  IF  R=i  THEN  A  Y$  =  AY  1  *  :  A  Y"5  (  LEN  (  AY 
PLY+2, 1 44 +RR:POKE  PLX+2,A:P0KE  *)+l)=AY2*;AY4(LEN(AY*)+l)=AY3t 

Mav1983     COMPUTE!     109 


.-I  O  J  ._! 

5375 

;so 


58  1  5 

5S1  7 

5820 

5822 

5825 

5830 

5835 

5837 

5840 

5842 

5845 

5B47 


5870 
5900 
5905 


5  9  1  O 
593  1 

5932 

59  4  0 

5950 


5982 
5984 
5990 
5995 

5997 
6000 
60  10 
6080 
6090 
6100 
6120 
6125 
6130 
6  180 
6190 
6200 

62  lO 
6220 
6280 
6290 
6300 
6305 

63  lO 
6320 
6330 
63  4  O 

6350 


AY4=AY3*:AY4(LEN(AY 


AX*=AX4* 
AX*=AX5* 
AXS=AX6* 


; AY*=AY4* 
; AY*=AY5* 
:  AX*  (LEN  <fiX 


AY*=AY6*:AY* (LEN (AY 


:AYt(LEN(AY*)+l)=AY4« 

IF  R=2  THEN  A X «=A X 2* : AX * ( LEN ( AX 

*)+l>=AX3*:AX«(LEN(AX*)+l)=AX4* 

IF  R=2  THEN  A Y « = A Y 2* : A Y * ( LE N ( A Y 

t) +1)=AY3*: Ay« (LEN(AY«) +1 ) =AY4* 

IF  R  =  3  THEN  A  X *  =  A  X 3* :  A  X *  ( L E N  ( A X 

« ) +1 ) =AX4» 

IF  R=3  THEN 

S) + 1 ) =AY4S 

IF  R=4  THEN 

IF  R=5  THEN 

IF  R=6  THEN 

6«) +1 } =AX5* 

IF  R=6  THEN 

64) +1 >=AY5* 

IF  R  =  7  THEN  A  X *  =  A X 7* : A  X * ( LEN ( AX 

«)+l)=AX6«:AX«(LEN(AX*)+l>=AX5* 

IF  R=7  THEN  A Y«= A Y7* : A Y* ( LEN ( AY 

»)+l)=AY6*:AY«(LEN(AYS)+l)=AY5* 

IF  R=a  THEN  AXt=AX8*: AX* (LEN ( AX 

*)+l)=AX7*:AX*(LEN(AX*)+l)=:AX6* 

:AX*(LEN(AX*)+1)=AX5* 

IF  R=8  THEN  A Y*= A Y8* i A Y* ( LE N ( A Y 

*)+l)=AY7S:AY*<LEN(AY*)+l)=AY6* 

:AY*(LEN(AY»)-i-l)=AY5* 

RETURN 

REM  HITUS 

POKE  53763, 15: POKE  MOPa,0:POKE 

f1  IPD,  O:  RR  =  0:  POKE  M0P,0:P0KE 

FOR  J=l   TO  200 

POKE  PLY+2, Y-10: POKE  PLX+2 
KE  PLY+1,Y:P0KE  PLX+1,X 
POKE  PLY+3. Y-10: POKE  PLX+3,A 
KE  PLY, Y: POKE  PLX,A 
Y=Y+7:X=(X+3.5)*(X>128) 
t ( X< 128) : A= (A+3 
.  5  )  *  (  A  <  1  1  2  ) 
TEMP=PEEK (7  10) : POKE  7  10, PEEK (70 
9):  POKE  709. PEEK  ( 70a)  : POKE  708, 
TEMP 

IF  Y>255  THEN  J=201 
IF  X >255  OR  X<0  THEN  J=201 
NEXT  J:6aSUB  Y5CR 

POKE  PL2+2.0:P0KE  PLX+3.0:P0KE 
53763, 0 
RETURN 
REM  XSCR 
SCDRE=SCDRE+ 1 O 
GDSUB  DISPLAY 
RETURN 
REM  YSCR 
PLAYER* (2*PX- 1 
PX=PX-1 

IF  PX=0  THEN  GOSUB 
GDSUB  DISPLAY 
RETURN 
REM  LOSS 
IF  SCORE>HSCR 
GDSUB  RESET2 
GOSUB  DISPLAY 
RETURN 
REM  DISPLAY 

POKE  53258, O: POKE  53259,0 
?  PLAYER* 

?  "SCORE:    "^SCORE 
?  "HIGH  SCORE:    " : HSCR 
IF  PX=0  THEN  ?  "  PUSH  TRIGGER  F 
OR  ANOTHER  GAME"; 

IF  PX=0  THEN  IF  PTRIG(0)=1  THEN 
6350.:  GOSUB  RESET2:  GOSUB  ASELEC 


MIP 


X  :  FD 

:  PD 

+ ( X-3. S> 
5) * ( A>1 12) + ( A-3 


?*PX-1  )  =' 


LOSS 


THEN  HSCR=SCaRE 


6360 
6362 


PLAYER* 
"SCORE: 


I  SCORE 


6364  ?  "HIGH  SCORE:    " ; HSCR 

6390  RETURN 

6400  REM  RESET2 

6410  SCDRE=0: PLAYER*=" 1  2  3  4  5" 

6430  PX=5 

6490  RETURN 

6500  REM  ASELECT 

6510  2Z=INT <4«RND (0) ) +1 

6S20  IF  ZZ=1  THEN  ATTACK«  =  ATTACK  1  * 

6522  IF  Z2=2  THEN  ATT ACK*= ATT ACK2* 

6524   IF  ZZ=3  THEN  ATT ACK*= AT T ACK3* 

6526   IF  ZZ=4  THEN  A T T flCK * = AT T AC K 4 * 

6590  RETURN 

lOOOO  REM  BACKGROUND 

10005  FOR  1=0  TO  3:PDKE  708+1, OrNEXT 

I 
10007  COLOR  3: PLOT  0.20:DRAWT0  70,20 

:DRAWTD  70,40:DRAWT0  90,40:DRA 

WTO  90.20:DRAWT0  159,20 
lOOlO  COLOR  1:FQR  1=1  TO  2 
10020  PLOT  0 , 20+ I : DRAWTO  70-I,20+I:D 

RAWTO  70- I , 40+ I : DRAWTD  90+I,40 

+1: DRAWTO  90+ I , 20+ I : OR A WTO  159 

,20+I:NEXT  I 
10040  COLOR  2: FOR  1=1  TO  2 
10050  PLOT  0 , 22+ I : DRAWTO  68-I,22+I:D 

RAWTO  68-1 . 42+ I : DRAWTO  92+1.42 

+I:DRAWTO  92 + I , 22 + 1 : DRA WTO  159 

, 22+ I : NEXT  I 
10060  COLOR  3: FOR  1=1  TO  3 
10070  PLOT  O , 24+ I : DRAWTO  66- I, 24+1 :D 

RAWTO  66- I , 44+1 : DRAWTO  94+1.44 

+I:DRAWTO  94 + I . 24 + I : DRA WTO  159 

, 24+ I : NEXT   I 
1O08O  COLOR  1:FDR  1=1  TO  3 
10090  PLOT  O, 27+ I : DRAWTO  63-I,27+I:D 

RAWTO  63- I  ,  47+1  :  DRAWTO  97+1,47 

+I:DRAWTD  97 + I , 27+ I : DRA WT 0  159 

,  27+  I  :  NE  XT   I 
lOlOO  COLOR  2:F0R  1=1  TO  5 
lOllO  PLOT  O, 30+ I : DRAWTO  6O-I.30+I:D 

RAWTO  60-1  ,  50+ I  :  DRAWTO  100+-I,5 

0+-I:  DRAWTO   1  00+- 1  ,  30+ I:  DR  AWTD  1 

59,3  0+I:NEXT  I 
10120  COLOR  3:FDR  1=1  TO  5 
10130  PLOT  O , 3S+ I : DRAWTO  55-I,35+I:D 

RAWTO  55- I , 55+1 : DRAWTO  105+I,5 

5+I:DRAWTO  1 05+ I , 35+ I : DRAWTD  1 

59,35+I:NEXT  I 
10140  COLOR  1:F0R  1=1  TO  7 
10150  PLOT  0 . 40+ I : DRAWTO  50- I, 40+1:0 

RAWTO  50- I , 60+ I : DRAWTD  110+I,6 

0+I:DRAWTO  1  1 0+ I  ,  40 + I  :  DR AWTD  1 

59,40+I:NEXT  I 
10160  COLOR  2:'"0R  1  =  1  TO  7 
10170  PLOT  O, 47+ I : DRAWTD  43-I,47+I:D 

RAWTO  43- I , 67+1 : DRAWTO  117+1,6 

7+I:DRAWT0  1  1 7+ I  , 47+ I  : DRAWTO   1 

59, 47+  I  ;  NEXT  I 
lOlBO  COLOR  3: FOR  1=1  TO  9 
10190  PLOT  O, 54+1 : DRAWTD  36-I,54+I:D 

RAWTO  36-1 . 74+1: DRAWTO  124+1,7 

4  +  I:DRAWT0  1  24  +  I  ,  54 + I  :  DR AWTD  1 

59, 54+1 : NEXT  I 
102O0  COLOR  1:FDR  1=1  TO  12 
10210  PLOT  O, 63+1 : DRAWTO  27-I,63+I:D 

RAWTO  27-1  ,  83+1  :  DRAWTO  1^^3+1,8 

3+I:DRAWTO  133+1, 63+I:DRAWTO  1 

59,63+I:NEXT  I 
10220  COLOR  2:FOR  1=1  TD  20 
J0230  PLOT  O. 75+1 : DRAWTD  14,75+I:PLD 

T  159, 75+1 : DRAWTO  145,75+I:NEX 

T  I 
10300  RETURN 


110     COMPUTEI     •-■:,  1=)53 


>0000 
500  10 


30020 
30204 
3020i 
3020S 
302  10 

30  2  1  2 
3  0  2  14 
30230 

3  O  2  3  2 
30236 
3023B 
30  2  4  0 
3  C>  2  4  2 

30244 

30246 

30248 

30250 

30252 

30254 

302S6 

30258 

30260 

30262 
30276 
30278 

30282 

30283 
30285 

30287 


RE 
6R 
16 

*  t 

'-y 

c 

PO 
LA 
PO 
IN 
PO 
PM 
PO 
5 
*P 
PO 
PL 
MY 

*  t 
PO 
7  0 
PE 

P 
PO 
1  1 
RE 
NE 
FO 

I 
FO 
XT 
DA 

DA 
10 
,  1 
DA 


DA 
20 
24 
DA 
69 
74 
DA 
36 

DA 

25 

O, 

DA 

77 

,  1 

DA 

76 

DA 

6 

S  = 

PL 

PO 

LL 

FO 

E  + 

RE 

* 

DA 

6, 
FO 
AS 
TT 

DA 
.  4 


M  « 
APH 
:  6R 

*  t  1 
.  *:> 

OMB 
KB 
Y&M 
KE 

E,  P 
KE 
BAS 
KE 

3  !2  5 
LAY 
KE 

DV 
PMB 
NEW 
KE 
6,  4 
EK  ( 
M  D 
KE 
,  29 
M  * 

*  «  * 
R  I 
,  A: 
R  I 

I 
TA 
21  . 
14  1 
TA 
9,  2 
33 
TA 
54, 
,46 
TA 
5,  1 

4  ,  7 
TA 
.O, 
,  25 
TA 
,6, 
53 
TA 
3,6 
6^  1 
TA 
,  20 
74, 
TA 

TA 


«*«  tPM 
ICS  7: P 
APHICS 

6  PAGE 
.  ->   ..  <:  9 

AT" 

53277, 
ISS**** 
559, 62: 
LAY, MIS 
54279. P 
E  IS  NO 
53256,  3 
8  ,  O  :  P  0  K 

SIZES* 
623, 33: 
ER  PFt* 
ASE=256 

Pti     BAS 

7  0  4, 134 

6 :  p  a  h;  E 

1  O  6  )  +  4  ) 
ATA* t *« 
7  10, 52: 
:PDKE  7 
*  t#«VBL 
t  t 

=  1536  T 
NEXT  I 
=1774  T 


SETUP****  « 

D  K;  E   1  O  6  ,  P  E  E  K  (  1  O  6 
7: POKE  752, 1 : REM 
RESERVE***** 
SPACESiPREPARE  F 

3:REM  *t*«*GRACTL 
* 

REM  *«**tDMACTL. 
, NORM  FIELD***** 
EEK  (  106 )  :  REM  *  * t 
W  RAMTOP***** 
:POKE  53257, 0:P0 
E  53259, 0:REM  ** 
*  *** 

REM  *«*«*PRIDRIT 
«** 

*PEEK  <  106)  : REM  * 
E***  ** 

:POKE  705,24:P0K 
707,54:P0KE  1788 
: REM  ****«START 
* 

POKE  709,58: POKE 
12.  O 
ANK  INTERUPT  RGU 

0  1706;READ  A:PO 

D  1787: POKE  I . 0: 


162, 3, 189, 244, 6, 2  40, 89, 
24  0, 6, 240, 83, 141, 254, 6, 


255, 6,14: 


6,24,  169, 


)  - 
* 

OR 

P 

IL 

*« 

KE 

** 

Y 

** 

E 

( 
OF 

7 

TI 

KE 

NE 

56 

lO 

o, 

04 


53, 6, 24, 109,252, 6, 133, 

206, 189, 24  0, 6, 133,203, 173 

6.13  3,205,  189,248,6,  17Ci,2 
,255 

6,  144,  16,  168,  177,  203,  145, 

69, O, 145, 203, 136, 202, 2  0  8, 

6,  37 

6,  160, O,  177,  20 3,  145, 205,  1 

145,203,2  00,202,2  08,244, 1 

3,6 

173, 254, 6,  157,  240, 6,  189,  2 

240, 48, 133, 203, 24, 138, 141 

6 

109, 235, 6, 133, 204, 24, 173, 

,109, 252,6, 133, 206, 189, 24 

33 

205, 189, 248, 6, 170, 160, O, 1 

3. 14  5, 205, 200, 2  0  2, 2  08, 24  8 
253,6 

169, 0,  157, 236, 6, 202, 48,  3, 
6, 76, 98, 228,0,0, 104, 169 
7, 162,6, 16  0,0, 32. 92, 228, 9 


USR ( 1696) 

X=53248:PLY=17a0:PLL=1784 

KE  PLL,9:POKE  PLL+1,8:PDKE 

+2,26:PDKE  PLL+3,26 

R  I=MYPMBASE+1024  TO  MYPMB 

1032:READ  A:POKE  I,A:NEXT 

M  ***««DEFENDER  PLAYER  0*» 


AS 
I  : 
t* 


!4,24,60,60, 126. 255. 126. 3 


MB 
tA 


TA 
6 
R  1=0  TO  7: READ  A: POKE  MYP 
E+1 280+I , A: NEXT  I:REM  «*** 
ACKER  PLAYER  I***** 
TA  204,204,204,252,252,48, 
8 


30299  REM  * * » * *EX PLOS I  ON  PLAYER  2*»« 
«* 

30300  FOR  I=HYPMBASE+1280+256  TO  MYP 
MBASE+256+1305: READ  A:POKE  I, A 
:NEXT  I 

30305  DATA  24,36,80,52,90,52,105,93, 
170,  237,  181,  106, 253, 94.  171, 246 
, 173, 85, 44, 90, 116, 44, 52, 44, 24, 
8 

30309  REM  « *  * « *E XPLOS I  ON  PLAYER  3««» 
«* 

30310  RESTORE  30305:F0R  I=«YPMBASE+1 
280+512  TO  MYPMBASE+1305+512: R 
EAD  A:POKE   I,A:NEXT   I 

30590  RETURN 

32000  SAVE  "D: STARSHDT. 7" : STOP 

32001  LIST  "D2: STARSHaT.7" : STOP       t 


48 


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95 


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conl.o.  co'W 


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560.00 


^%i%   ^^_£^  t4-l51  ^^•'^]^ 


ENHANCE  YOUR  ATARI "  810 

HAPPY810  ENHANCEMENT 

Speed  up  program  developmen!,  loading,  executipn, and  copying  time  by  reading 
disks  up  10  3  limes  fasier.  Complete  compatibility  with  existing  software,  with 
fasier  disk  Initialization,  and  reduced  \war  on  the  disk  drive  mechanism.  No 
soldering  or  trace  cu1tii>g  required,  complete  installation  inslroctions  included, 
or  contact  youi  dealer.  Diagnostic  program  included. 

SOFTWARE  ENHANCEMENTS  (require  HAPPY  810  ENHANCEMENT) 

HAPPY  BACKUP  PROGRAM 

Guaranteed  to  produce  executable  backup  copies  of  any  disk  which  can  be  read 
with  a  standard  ATAf^l  8  ID*  disk  drive.  Backup  thnse  important  disks  in  your 
library  or  use  HAPPY  BACKUP  for  small  scale  software  production.  Com- 
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Single  and  multiple  drive  versions  available.  Backup  copies  will  work  en  a  drive 
without  the  enhancement. 

HAPPY  COMPACTOR  PROGRAM 

Combines  self  bootmg  programs  which  reside  one  per  disk  into  one  disk  with 
many  self  booting  programs  using  the  HAPPY  COMPACTOR  file  structure. 
Programs  are  then  executed  from  the  self  booting  HAPPY  COMPACTOR 
menu,  and  may  later  b«  extracted  back  onto  a  single  disk.  Compacted  programs 
disk  will  execute  only  on  a  drive  which  has  the  HAPPY  810  ENHANCEMENT. 
Pays  for  itself  by  reducing  the  number  of  backup  disks  you  need,  in  addition 
to  the  added  convenience. 

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User  friendly  program  to  generate  source  disks  with  custom  track  format. 
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of  results  are  included.  This  sysiem  lequires  a  more  advanced  level  user. 

HAPPY  810  ENHANCEMENT  WITH  SINGLE  DRIVE  HAPPY  BACKUP  S249.95 

MULTIPLE  DRIVE  HAPPY  BACKUP  PROGRAM S  49.95 

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Cau   UH   WRITE    fOft  oftDEfir^G  ll^^unWATm^    Sw-,.  no  CUD  at 

HAPPY  COMPUTING  | —    '^x^ 
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(408)251-6603  * 

-ArARI£ia,i,[jj,I.-r,>.  .,■  ATA-i  I 


Mavises     COMPUTE!     Ill 


Atari  CX85 
Numerical 
Keypad 

Charles  Brannon,  Program  Editor 

Tile  new  Atari  CX85  Numerical 
Kevptid  is  an  add-on,  tLMi-kev 
number  pad  (adding-machine 
style)  with  seven  additional  func- 
tion kcvs.  Its  primary  use  is  to 
make  it  easier  to  type  in  num- 
bers. The  Keypad  was  originally 
developed  for  use  with  the  Book- 
keeper software  package,  but  is 
now  available  separately. 

Seventeen-Key 
"Joystick" 

The  kevpad  plugs  into  the  sec- 
ond joystick  port.  Using  it  from 
your  program  could  be  pretty 
trickv,  except  that  Atari  provides 
a  handler  program  that  reads  the 
keypad  like  a  jovstick  and  causes 
it  to  respond  like  the  built-in 
keyboard.  With  the  handler  pro- 
gram, you  can  immediately  use 
the  kevpad  in  almost  any  pro- 
gram, including  those  you  write 
in  BASIC.  It's  especially  valuable 
for  VisiCalc,  where  vou  are  con- 
stantly working  with  numbers. 
The  handler  program  is  provided 
only  on  disk. 

To  use  the  keypad,  you  boot 
the  handler  diskette  first r  then 
insert  your  applications  disk 
(such  as  VisiCalc).  The  handler 
loads  into  a  usually  unused  area 
of  memory  ($0600,  page  six). 
This  conflicts  with  some  pro- 
grams, especially  machine  lan- 
guage routines  that  also  need 
page  six.  The  handler  disk  also 

112     COMPUTi!     MavWa3 


contains  the  assembler  source 
code  vi  the  handler  and  an  alter- 
nate version  of  it  that  lets  you 
define  your  own  function  keys. 
It's  a  well-made  peripheral. 
It  has  an  extra-wide  zero  key 
and  a  raised  bump  on  the  "5" 
key;  both  are  accounting  stan- 
dards. The  keys  have  a  nice  feel, 
similar  to  the  Atari  800  keyboard. 
The  underside  of  the  unit  has 
three  notches  to  let  you  position 
the  cord  conveniently.  One  of  its 
best  features  is  one-touch  cursor 
control  provided  by  default  on 
the  four  "definable  function" 
keys.  It  also  has  a  minus  key, 
decimal,  and  RETURN  key 
(labeled  ENTER).  The  unit  is 
light,  but  it  won't  tip  over. 

Function  Keys 

To  change  the  key  values  re- 
turned bv  the  keypad,  you  can 
use  the  POKE  command  in 
BASIC  to  change  locations  using 
an  alternate  form  of  the  handler 
program.  You  load  the  alternate 
handler  from  DOS,  exit  to  BASIC 
with  SYSTEM  RESET,  and  POKE 
in  replacement  values.  If  you 
POKE  in  a  value  of  255,  the  func- 
tion keys  will  behave  like  the 
console  keys  START,  SELECT, 
and  OPTION. 

You  could  change  the  four 
functii)n  keys  to  arithmetic  sym- 
bols for  a  four-function  calculator 
program.  Or,  for  typing  in  pro- 
gram listings,  vou  could  change 
the  period  key  (or  the  ENTER 
kev)  to  a  comma,  and  you'd  have 
a  high-speed  way  of  entering 
DATA  statements.  A  keyboard 
overlav  is  provided  to  let  you 
label  the  functions. 

If  vou  want  to  change  the 
keypad's  functions  drastically, 
or  relocate  the  handler  in  mem- 


ory, you  can  modifv  the  provided 
source  code  (machine  language). 
The  source  code  was  written 
with  the  Atari  Macro  Assembler 
(AMAC),  so  you'll  need  the  Pro- 
gram/Text Eciitorand  AMAC  to 
edit  it  (both  are  available 
from  APX,  the  Atari  Program 
Exchange). 

Documentation 

The  Numeiical  Kevpad  comes 
with  two  manuals:  a  user  guide 
and  technical  notes.  The  user 
guide  is  adequate  for  setting  up 
and  using  the  keypad  for  its  pri- 
mary uses. 

The  technical  notes  are  a 
laudable  attempt  to  provide  the 
intermediate  to  advanced  user 
with  solid  information.  A 
schematic  of  the  keypad  is  even 
provided,  along  with  theory  of 
operation,  suggested  changes, 
and  a  listing  of  the  handler 
routine.  Since  the  VIC  and 
Commodore  64  use  an  Atari- 
compatible  joystick  port,  the 
technical  notes  mav  even  permit 
vou  to  adapt  this  versatile 
peripheral  to  the  Commodore 
computers. 

CXS5  Ntiitwriail  Kei/jUhi 

Atari,  Inc. 

1196  Borrci.>ns  Aiviiiic 

Suuiii/vnlc,  CA  940S6 

SU4'.95 


Atari' f  new  plii^i-iii  kc[/pnd. 


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/C" —  «K=20  ^^ 

^  commodore 

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***  BOOKS  *** 

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6502  ASSEM.  LG.  PROG $16 

SOME  COMMON  BASIC  BASIC  PROGRAMS $14 

YOUR  ATARI  COMPUTER    $16 

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Tricky  Tutorials— Santa  Cruz 

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Page  6 S20 

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481  Enlertainer $64 

482  Educator     S1 10 

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ATARI  Software 

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Master  Type  .  , $  27 

Gorf (Dl  $27.  (CT)  $  30 

Wizard  Of  Wor (D|$17.  (CT)$  30 

Cyborg  (Dl $  23 

Gold  Rush  (Dl $  23 

Sandits(D) $  23 

Way  Out  (Dl   $27 

Fast  Eddy(CT) $  24 

Wo/Id  War  I  (CT) $  24 

Beanie  Bopper(CT) $  24 

TheCosmic  Balance(D) $  27 

Miner  2049er(CT) $  34 

Al  lac  k  at  E  P-CYG-i (D|  $22,  (C)  $  20 

ChessfD)  J  45 

Checkers  (D) s  34 

Odin(D| $  34 

Snooper  Troops  #1  (D) $  30 

Snooper  Troops  #2  (0) $  30 

Slory  l»lachine(D) $  23 

Face  Maker  (D) $  23 

HauntedHill (0)$20.(C)$  17 

Trivia  Trek  (D) $20 

Datafink(D)  $  27 

Space  Shuttle  (D) $  20 

Jerry  While's  Music  Lessons  (0,C)  .  .S  20 

SwiltyTach  Master (D)$20.  (C|$  17 

Apocalypse  (D.C)  $  23 

Raptillian(D.  C)  .- $  23 

Kid  Grid  (D,C)   $  20 

Aliencounier(Face Flash) (D.C)  $  26 

TheJ3rGamefChaoe(D,  C>  $  26 

GulpfArrow  Graphics  (DC)   $  26 

Golf  Classic'Compubar $26 

Frenzy/Flip  Flop(D,  C) $26 

Battling  Bugs(Concenlration  (D,  C) .  .$  26 

Sutjmarine  Commander  (CT) $  34 

J  umbo  Jet  Pilot  (CT) $  34 

Soccer  (CT) $  34 

Kickback  (CT) $34 

Darls(C) $  22 

Pool(Cl $  22 

Dominoes  and  Cribbage(C( $  22 

Pig  Pen  (D) $  20 

StarcroSS(D)   $  27 

Zork  IIIiD) - $27 

Journey  to  Ihe  Planets  (D,  C) $  20 

fyloonShutHB(D) $  27 

Moon  Patrol  (C) $  17 

Normandie(D,  C| $  27 

Zaxxon  (D,  C) $  27 

Jugg(er(D) $  20 

Survival  of  the  Fittest .$  27 

Baseball, (D)$23,(C)$  20 

Sentinel  I |D)$23,(C)$  20 

The  Guardian  of  Gorm  .    ,  (Dl  $23,  (C)  $  20 

Miner  2049er(CT) $34 

Jeepers  Creepers (D) $  20 

Snapper  (D) $  20 

Twerps  (0) S  23 

Flip  Out  (D) $  20 

The  Birth  oi  the  Ptioenix $  16 

Protector  II    (D)$23.(C)$  29 


APPLE 
SPECIALS 

Business 

Scfeenwfiler  II S  S2 

Visicalc3.3 ..$165 

Visischedule  . , , S199 

Visitfena/Visiplot  *199 

The  Wora  Handler S129 

Magic  Window  ii  .  _ i  95 

Magic  Mailer  t  45 

Magic  Words S  *5 

Real  Eslaie  Analjzer  II S119 

Supercaic  ■  .5165 

PFS:  Reporl(New) -      .$59 

PFS;      .  S   79 

PFS:  Graph  S   79 

TheGeneral  Manager S  97 

D.B   Maslfif -    .  .$145 

Pascal  Programmer S  89 

Pie  Writer     i   95 

Wordstar J219 

Datafax    iiJ9 

Dalalink  I  66 

The  Home  AccouBlanI S  4B 

Payroll  Manager  --.$199 

Pie  Wrilei/Mulli  80  column S  95 

Pro.Easywriter/Mail  Combo  .  $209 

EneculiveBrielrng  System  S139 

The  Sensible  Speller  S  79 

Mail  Merge  $159 

Woidslal  (French]  , $299 

Wordstar  ISpanistil      $299 

Spellslar  $119 

Calcstar  .       .    - $119 

First  Class  Mail      $49 

EZ  Ledger  %  i5 

Ta<  Manager  i  99 

TheDichonary  i  65 

Versawriter  Pak  t  S  27 

Versawritei  PaK2  $  27 

Personal  Investor  -....*-....$  95 

General  Ledger  $239 

Accounts  Receivable       .^  -i $239 

Accounts  Payable $239 

Executive  Secretary         $159 

Executive  Speller  S  55 


Utilities 

TASC  Compiler       $119 

Basic  Compiler  - $65 

Dala(a«  -1139 

Datalink  S  65 

Link  Video  Apple  II  $105 

Link  Video  Apple  III  $139 

Pascal  Tutor  $89 

Pascal  Programmer  S  89 

LISA  2  5  S  55 

Bagot  Tucks  $  27 

A  L  D  S  $89 

SAM  S  85 

Super  Disk  Copy  III  S  20 

The  Artist  $   65 

3.DSupergraphics  S   27 

Program  Line  Etlitor  3  27 


FRIENDLY  SERVICE 

COMMODORE  VIC  20 
NEW 


Education 

Planetary  Guide 

$  23 

Star  Gaiers  Guide 

S  22 

Astro  Quoles 

$    17 

Juggles  Rainbow 

S   30 

Bumble  Games 

S   39 

Bumble  Plot 

S   39 

Gertrudes  Secrets 

S   49 

ueiliudesPuJjIes 

S   49 

Rocky  s  Boots 

S   49 

Srsuopcr  Troops  m 

J   30 

Snooper  Troops  »2 

%  30 

Story  Maker 

i   26 

Face  Maker 

S   26 

Compu-Read 

S   23 

Spelling  Bee  w/Reading  Primer 

$   27 

AlgeOra  1 

$   34 

Fractions 

S   34 

Decimals 

$   34 

Master  Type 

$  r7 

Type  Attack 

S   27 

Wordrace 

$   17 

Dueling  Digits 

$   20 

SAT  Word  Attack 

S   34 

New  Step  Oy  Step 

$  59 

Delia  Drawing 

S   45 

Harcourl  Braces  A  T  Series 

S  59 

Creative  Software 

Black  Hole(CTl $36 

Trasliman  |CT> $36 

AslroblitKCTl $36 

City  Bomber  &  Minefield  (CT) $20 

Apple  Panic  (CT) $36 

ChoplHier  ICTi $36 

Serp8nline(CT) $36 

Videomania(CT1  $36 

Terraguard  (CT)  $36 

Thorn  EMI 

River  Rescue  (CT) $29 

VIC  Music  Composer  (CT)    $29 

Automated  Simulations 

Rescue  at  Higel  (C) $20 

Ricochet  (C) $15 

Monster  Maze  (CT)  $27 

Syyord  o(  Fargoat $27 

Spectravlsion 

Cave  In(CT) $27 

Number  Crunch  (CT) $27 

Reaganomics(CT) $27 


Tronlx 

Galactic  Blitz  (C) $17 

Swarm  (C) $20 

Sidewinder  (C) $20 

HES  Software 

VtCForth(CTl   $45 

HES  Mon  (CTl $29 

Turtle  Graphics  (CT)  $29 

HES  Writer  (CT) $29 

Aggressor  (CT) $29 

ShamusjCT) $29 

Protector  (CT) $33 

Synthesound  {Music  Synthesizer) 

(CT) $49 

Skier  (Cl  $16 

MazBof  Mikor(C) $15 

Tank  Ware  (C) $15 

Victrek(C|..  , , $15 

Pinball(C) .  .$13 

Simon  (Cl  ..$13 

FuelPirates(C)  - .  .$13 

PakBomber  (C) $13 

Laser  Blilz(C) $15 

Tank  Trap  (Cl   ,  .  .$15 

Concentration  (C) $13 

0am  Bomtjer  (C) $13 


***  SPECIALS  OF  THE  MONTH  *** 

SLAGH24K  MEMORY  BOARD  — VIC  20 $145 

VERBATIM  DISKS  (BOX) S  27 

HAYES  SMARTMODEM  1200 S499 

WICO  TRACKBALL  $49 

WICO  JOYSTICK $23 

WICO  JOYSTICK  DELUXE $  26 

WICO  FAMOUS  RED  BALL  JOYSTICK    $  24 

CARDCO  6  SLOT  EXPANSION  MOTHER  BOARD S  79 

CARDCO  3  SLOT  EXPANSION  MOTHER  BOARD   $  39 

CARDRITER  LIGHT  PEN  (VIC  20) $  29 

US!  AMBER  MONITOR  (12") $169 

KIDS  ANDTHE  VIC  (BOOK) S  18 

KIDS  AND  THE  ATARI  (BOOK)   $  18 

IN-HOME'S  ATARI  400  KEYBOARD  S  99 

Computer  Outlet 

=^f';J"°"  800-634-6766  °'tr,t^"" 

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NO  returns  permitted  after  n  days  from  shipping  date 


^i  commodore 
VIC  20 $139 

VIC  1530  Datasetle $  59 

VIC  1541  Ois)(  Drive $299 

VIC  1525  Graphics  Printer $329  . 

VIC  12103K  Memory  Expander $  34 

VIC  1 1 10  BK  Memory  Expander $  52 

VIC1111  16K  Memory  Expander $  89 

VIC  1011  RS  232  Terminal  Inlertace.  .$  43 

VIC  1211  Super  Expander .$59 

VIC  1212  Programmers  Aid  Cartridge  $  45 
VIC  1213  Vicmon  Machine  Language 

Monitor S  45 

VL  102  Introduction  to  Basic 

Programming $  21 

VT  106A  Recreation  Pack $  45 

VT  107  A  Home  Calculation  Pack  ...$45 
VT  164  Programmable  Character  Set  $  12 

VIC  18(XtVicmodem  $  89 

VIC  l31IJoyst(ck  $    8 

VIC1312  Game  Paddles $  16 

VM  Programmers  Reference  Guide.  .$  14 

VIC  Software 

Avenger  $  23 

Superslot  $  23 

Super  Alien S  23 

Jupiter  Lander $23 

Draw  Pokef $  23 

Mldnlgtit  Drive $  23 

Radar  Rat  Race $  23 

Raid  on  Fort  Knox $  23 

Sargon  II  Chess $  29 

Super  Smash $  23 

Cosmic  Cruncher  , , , . , S  33 

Gorl $  29 

Omega  Race  $  29 

Money  Wars $  23 

Menagerie  $  23 

Cosmic  Jailbreak   $  23 

Clowns $  23 

Garden  Wars  $  23 

SeaWoK S  23 

Adventuretand $  29 

PirateCove $  29 

Mission  Impossible $  29 

The  Count $  29 

VoododCaslle $  29 

TheSky  is  Falling  $  23 

Mole  Attack $  23 

Bingo  Speed  Math $  23 

Home  Babysitter $  23 

Visible  Solar  System $  23 

Personal  Finance  $  29 

United  Microwave 

Spiders  o(  Mars  (CT) $34 

Meteor  Run  (CT) $  34 

Amok(C) $  17 

Alien  Btit2|C) $  17 

Skymatli(C) $  12 

Space  Division  (C) $  12 

SuperHangman(C) $14 

TheAlienfC) $  17 

3DMaze(C)  $  12 

Kosmic  Kamikaze(C) $  17 

Sub  Chase  (C)  $  17 

Amok(CT) $27 

Renaissance  (CT)  S  34 

Alien  Blitz  (CT| $27 

Cloud  Bufsl  (CT)  $27 

Satellites  and  Meteorites  (CT) $  34 

Outworld  (CT) $  34 


^^iitti  The  Computer  Outlet  is  an 

:|^^  f-  associate  of  The  Computer 
'^if"  Learning  Center  For  Chil 
dren.  We  are  experts  in 
educational  technology  and  can  custom- 
ize educational  software  curriculums  for 
school  districts,  inrjividual  schools,  or  by 
the  child  at  home.  Please  contact  us 
about  your  sollmare  and  equipment  re- 
quirements and  feet  tree  to  stop  by  our 
school  in  Las  Vegas- 

We  have  one  of  the  world's  largest 
educational  software  inventories  featur- 
ing our  own  Computer  Learning  Center 
software. 

Ten  Little  Robots(ATARI| $12.95 

Pre-Scnool  Math  (ATARI) $19.95 


Three  VIC  Cartridge  Games 
By  Creative  Software 


Harvey  B.  1  Ifrmaii 

Choplifter 

The  objective  of  Choplifter  is  to 
save  lives,  specifically  the  lives 
of  hostages  trapped  behind 
enemy  lines.  Points  are  scored 
only  when  the  helicopter  you 
are  piloting  brings  men  back  to 
home  base.  Destroying  the 
enemy  is  secondary  -  you  do 
what  is  necessarv  to  insure  the 
safe  arrival  of  your  men. 

The  pre-game  demo  has 
some  clever  graphics  -  the  "i"  in 
Tom  Griner  (he's  the  program- 
mer) waves  at  vou,  as  the  hos- 
tages do  later.  At  this  point,  you 
are  given  the  option  of  changing 
the  default  colors  by  successive 
pressing  of  any  function  key 
(not  documented). 

When  the  game  begins, 
your  helicopter  is  on  its  home 
base.  Lift  up  with  the  joystick 
and  flv  left  toward  enemv  lines. 
Watch  the  three-dimensional 
star  background  and  front-line 
pass  behind  and  below',  respec- 
tively. Listen  to  the  realistic 
chopper  noises. 

The  hostages  are  either 
trapped  in  houses  or  are  franti- 
cally running  around  on  the 
ground  waving  to  you.  Set  the 
chopper  down  carefully,  and  the 
hostages  will  climb  aboard  (16 
max).  If  you  accidentallv  land  on 
one,  you  hear  a  plaintive  "blink." 


Evading  the  hostile  tank,  the  helicopter 
attempts  to  rescue  the  waving  hostages 
(lower  right)  in  the  VIC  version  of 
Choplifter. 


Lift  off  and  return  them  to  base. 

Sounds  easy?  Not  quite. 
There  are  hazards  to  watch  out 
for,  like  enemy  tanks,  jets,  and 
killer  satellites.  The  enemy  is  out 
to  get  your  chopper,  and  you 
must  either  avoid  them  or  de- 
stroy them  with  your  cannon.  A 
perfect  score  results  when  you 
have  returned  all  64  men  to  base 
in  the  three  missions  allowed. 

I  usually  lose  too  many  men, 
but  my  kids  seem  to  have  mas- 
tered the  game  fairlv  quickly. 
Although  the  game's  action 
noticeably  slows  when  too  many 
hostages  or  enemies  are  in  the 
field  of  view,  this  game  is  fun 
and  challenging. 

Serpentine 

I  played  this  game  on  an  Apple 
once,  and  the  VIC  version  ap- 
pears to  be  identical.  You  are  a 
blue  segmented  serpent  moving 
in  an  irregular  maze.  Your  twists 
and  turns  are  controlled  by  a 
joystick.  Hostile  red  segmented 
serpents  are  after  vou  and  will 
eat  you  if  you're  careless.  You 
survive  by  creeping  up  on  them 
from  the  rear  or  side,  and  snip- 
ping off  their  st^gmented  tails. 

When  the  evil  serpent  is 
red,  vou  cannot  attack  from  the 
front  or  vou  will  be  eaten  (lose  a 
turn).  But  if  you  snip  off  enough 
of  a  red  serpent,  it  turns  green, 
and  you  are  free  to  attack  it  from 
any  direction.  In  fact,  at  that 
time  a  successful  frontal  attack 
awards  your  blue  serpent  an 
extra  segment.  SimiLTrly,  extra 
segments  are  given  when  you 
eat  frogs,  which  hop  around 
randomly  on  the  maze,  or  the 
eggs  laid  by  enemy  serpents. 

There  are  several  complica- 
tions and  strategies  which  make 
the  game  more  interesting.  A 
red  snake  will  turn  green  when 


The  swiftly  creeping  serpents  are  a  blur 
as  the}/  flee  through  the  maze  in 
Serpentine.  ' 

it  has  fewer  segments  than  your 
blue  snake  and  back  again  when 
it  has  more.  When  snakes  lay 
eggs,  they  lose  a  segment.  If  a 
head-on  collision  with  a  green 
snake  is  imminent  and  your 
snake  decides  to  lay  an  egg,  vt>u 
might  find  yourself  face-lo-face 
with  an  angry  red  one. 

My  kids  enjoyed  this  game 
more  than  the  other  two,  and  I 
was  able  to  pick  up  a  strategy  tip 
from  watching  them  play.  They 
sometimes  delay  the  clearing  of 
all  red  snakes  from  (he  board 
until  their  blue  snake  lavs  an 
egg.  Assuming  a  frog  doesn't 
get  the  egg  (frogs  love  eggs), 
they  get  an  extra  turn  after  the 
board  is  cleared. 

The  game  uses  color,  music, 
and  sound  effectively.  Tension 
builds  when  the  game  gets  more 
difficult  as  successive  screens 
are  cleared,  but  the  points  go  up 
proportionally.  One  kid 
suggested  a  speed-up  button  to 
help  escape  tight  spots,  even  if  it 
cost  penalty  points.  Overall,  we 
found  it  exciting  and  engaging. 

Trashman 

In  principle,  this  game  is  very 

similar  to  Pac-MiUi.  You  are  at 
the  controls  of  a  garbage  truck 
riding  around  town  (a  maze), 
collecting  trash  (dots),  and 
emptying  trash  cans  (energiz- 
ers).  Both  activities  score  points, 
and  the  object  of  the  game  is  to 
clear  successive  screens  and 
achieve  as  high  a  score  as  pos- 
sible. Giant  flies  are  continually 
molesting  your  truck,  and  you 
must  evade  them  or  lose  a  turn. 


116     COMPUII!     Mavl'SS 


Cardco,  Inc.  announces  five  All-American  ways  to 


Expand  your  VIC 
at  affordable  prices 


A  universal  Centronics  parallel 
printer  interface  for  the  VIC-20 
&  C-64  computers.  Obeys  all 
standard  VIC  print  commands, 
Suggested  Retail  —  S79.95 


The  CARDBOARD  3  is  a  fuse 
protected,  economy  expansion 
interface-designed  to  allow  the  user 
to  access  more  than  one  of  the 
plug-in-type  memory  or  utility 
cartridges  now  available.  It  will  accept 
up  to  three  cartridges  at  once.  This 
product  includes  reset  button  and  switches 
Suggested  Retail  —  S39.95 


A  light  pen  for  the  VIC-20  and  C-64 
computers  with  a  switch  on  the  barrel 
and  6  good  programs. 
Suggested  Retail  —  $39.95 


All  Cardco  products  are  Made  in  tiie  U.S.A.  and 
are  individually  tested  to  ensure  quality  and 
reliability.  Superior  technological  engineering 
optimizes  the  value/performance  ratio  of  all  of 
our  products. 


The  CARDBOARD  6  is  a  fuse 
protected  expansion  interface 
designed  to  allow  the  user  to  access 
more  than  one  of  the  plug-in-type 
memory  or  utility  cartridges  now 
available,  Additionally  it  allows  switch 
selection  of  games  and  other 
programs  now  available  in  the 
cartridge  format,  without  the  necessity 
of  turning  the  computer  off  and  on 
again,  thereby  saving  a  great  deal  of 
stress  on  your  VIC-20  and  on  your 
television  or  monitor. 
Suggested  Retail  —  S99.95 


Specifications  and  prices  subject  to  change. 


Dealer  inquiries  invited. 

United  States:  Cardco,  Inc.  •  313  Mathewson  •  Wichita,  KS  67214  •  (316)  267-6525 

West  Canada:  LSI  Distributing  •  Attn:  Mr.  Wong  •  2091  W.  61st  Avenue  •  Vancouver,  EC.  CA  V6J  1Z2  •  (604)  733-0211 

England  &  Europe:  Audiogenic  •  fvlartin  tVlanary  •  34-36  Crown  St.  •  Reading,  Berkshire  England  •  (0734)  595647 

East  Canada:  Hobby  Cra1t  Canada  •  24  Ronson  Drive  •  Rexdols  Ontario  M9W1  B4  •  (416)  241-2661 

®VIC-20  is  a  registered  trademark  of  Commodore 


After  a  trash  can  is  emptied,  the 
flies  change  color,  and  for  a  short 
time  it  is  safe  to  counterattack. 
But  don't  wait  too  long,  or  thev 
will  revert  to  their  original  color 
and  revert  to  their  essential 
nastiness. 

This  game  offers  a  choice  of 
difficulty  (or  bonus)  levels  at 
the  start,  and  my  kids  appreciate 
this  feature.  They  consistently 
play  at  the  highest  level,  but 
have  not  lost  interest  yet.  The 
game  has  good  sound  effects 
and  well-drawn,  animated  flies, 
especiallv  at  the  beginning 
and  when  the  flies  are  caught 
and  sent  back  to  home  base.  1 
also  liked  the  idea  of  a  random 
bonus  which  appears  about  half- 
way through  a  screen  to  liven 
things  up  a  little.  The  joystick  is 
optional  for  this  program,  but 
recommended. 

Among  these  three  games, 
we  liked  Serpentine  the  best,  then 
Trnahiiin}!,  then  Chopliftcr.  Per- 
sonal taste  will  be  the  deciding 
factor,  so  try  them  out  before 
you  purchase,  if  possible.  But  if 
you  are  an  inveterate  game 
player,  you'll  probably  enjoy  all 
of  these  VIC  cartridges;  they're 
among  the  better  ones  we've 
seen. 

Choplittcr 
Serpentine 
Trashman 

Crcnllvc  Softimre 

230  Caribbean  Drive 

Sunm/valc,  CA  94086 

$45  to  S47  © 


Plaiferfi  nniat  negotiate  n  maze  to  pick 
up  i^nrha^e  in  Trashman. 

m    COMPUTE!    May  1933 


Hescount  For 
PET/CBM 
And  VIC 

Steve  Leth 

One  of  the  facilities  available  on 
many  mainframe  computer  sys- 
tems is  a  program  profiler-  a 
utility  that  monitors  the  execu- 
tion of  a  program  and  counts 
how  many  times  each  statement 
is  executed.  This  information 
can  be  used  in  a  number  of  ways 
to  assist  in  the  development  of  a 
new  program  or  the  modification 
of  an  old  one.  For  instance,  state- 
ments in  a  program  that  are  ex- 
ecuted many  times  are  prime 
candidates  for  various  time- 
saving  techniques.  Speeding  up 
a  line  that  is  executed  a  thousand 
times  will  have  a  much  greater 
effect  on  a  program's  total  run 
time  than  doing  the  same  thing 
to  a  line  that  is  executed  only 
once.  We'll  see  more  of  this  in 
an  example  later  on. 

Profiler  information  can  also 
be  used  for  general  program 
testing  and  debugging.  Finding 
the  cause  of  an  endless  loop  is  a 
lot  easier  when  you  know  exactly 
which  statements  are  part  of  the 
loop.  Another  area  of  program 
development  that  is  often  ig- 
nored is  the  testing  of  seldom- 
used  paths  thrtjugh  a  program's 
logic.  Many  a  "well-tested"  pro- 
gram contains  large  stretches 
that  were  never  executed  during 
its  debugging  stages.  A  profiler 
lets  you  find  these  unexecuted 
statements  and  devise  input  or 
other  conditions  that  will  force 
them  to  be  executed. 

Simple  To  Use 

"OK,  sounds  great.  But  1  don't 
have  a  mainframe,  I've  got  a 
VIC!"  Yes,  I  know,  and  so  do 
the  people  at  Human  Engineered 
Software,  who  have  developed 
Hescount,  a  BASIC  program 
profiler  for  all  versions  of  Com- 
modore PET/CBM  and  VIC. 


For  the  most  part,  using 
Hescount  is  pretty  simple:  you 
load  it  by  running  a  BASIC  loader 
program.  As  usual,  the  loader 
resets  the  top-of-memory  pointer 
so  Hescount  won't  be  destroyed 
by  running  your  program.  Next, 
you  load  the  BASIC  program  you 
want  profiled  and  type  "SYS  0". 

Hescount  will  now  .set  up  the 
program  so  that  its  execution 
can  he  monitored  by  hooking 
into  the  zero-page  CHARGET 
routine  and  reserving  memory 
space  for  the  line  counts.  You 
just  run  the  program  as  usual. 
While  your  program  is  running, 
Hescount  will  keep  track  of  how 
many  times  each  line  is  executed, 
placing  this  count  in  the  space  it 
reserved  during  the  initial  setup. 

Because  Hescoiint's  monitor- 
ing takes  up  some  time,  your 
program  will  run  about  20  per- 
cent slower  than  usual.  When 
the  program  is  finished,  the  line 
counts  must  be  extracted  from 
Hescouiit's  internal  format  and 
put  someplace  where  you  can 
access  them.  To  do  this,  you 
enter  "SYS  0"  again.  This  time, 
Hescount  will  take  the  line  num- 
bers and  the  counts  and  place 
them  in  a  two-dimensional  array 
named  UQ%.  The  number  of 
elements  in  UQ'X,  will  be  stored 
in  UQ%(0,0),  the  numbers  of 
the  executed  lines  in  UQ%{0,i), 
and  the  number  of  times  that 
line  was  executed  in  UQ"'o(l,i). 

Hescount  also  unhooks  itself 
from  the  CHARGET  routine  and 
returns  vour  program  to  its  nor- 
mal state.  Now  you  can  take  the 
data  stored  in  the  array  UQ'K) 
and  list  it  on  the  screen  or  printer 
or  save  it  on  disk  for  later 
analysis. 

How  Hescount  Viorks 

Let's  look  at  an  example  to  see 
just  what  Hescount  shows  us 
about  a  program.  Program  1, 
called  "Dice,"  is  a  short  program 
that  calculates  the  odds  of  each 
number  that  can  result  when 
two  dice  are  rolled.  Just  to  make 
the  program  a  little  more  general, 
I've  set  it  up  to  handle  the  "odd" 


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features  listed! 


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character  sets,  40.  48,  66,  SO.  96.  132  columns, 
prints  true  descender,  super  and  subscript, 
underlining.  Includes  special  cable  lo  plug  in- 
to the  VIC-20  printer  port.  List  $699  Sale  S499. 


60K  MEMORY  EXPANDER  S79 

Allows  memory  expansion  lo  60K  total  |20K 
ROM  and  40K  RAM).  Has  six  slols  to  add  six 
cartridges  —  you  can  switch  select  any  com- 
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WOW!!  Plug  in  our  new  "GAME  LOADER"  and 
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computer.  List  $99.  Sale  $79. 


LOW  COST  PLUG  IN  EXPANSION 

Accessories  plug  In  direct  10  this  computer, 
extra  RAM  memory,  data  cassette,  telephone 
modem  $99.00,  deluxe  80  column  printer 
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stores,  department  stores  and  distributors,  we 
are  willing  to  lake  a  smaller  margin  to  develop 
volume.  WE  LOVE  OUR  CUSTOMERS  -  OUR 
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delect  within  90  days  from  date  of  purchase, 
you  simply  send  your  computer  to  us  via 
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mediately" send  you  a  replacement  computer 
at  no  charge  via  United  Parcel  Service  prepaid. 
This  warranty  applies  to  all  products  we  sell 
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VIC-20*  OWNERS 

A  nnouncing  the  CB-2! 


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CB-Z  Assembli!d    $8935 


A.  The  Dataipan'2fl  expansion  boarrj  is  Ibe  cornerstone  lor 
expanding  the  VIC-20  to  its  maximum  capabilities  Unlike 
olticr  expansion  boards,  the  Dalaspan-M  has  the  lollowing 
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•  Dataspa  n-20  a  Hows  stacking  of  memory  cartridges  up  to  29K 
in  BASIC  and  40K  in  machine  language 

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help  pf event  erratic  operation  and  loss  ol  etata  common  m 
typical  unbuflered  expansion  boards  and  isolate  the  VIC's' 
micrQ-processor  from  accidental  damage 

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•  Auxiliary  power  supply  jack  and  write  proleclion  on  one  slot. 
DATASPANKH    SSSaS 

DATASPAN  Assembled    $S4.95 


B.  RAMralder 

•  Makes  your  3K  or  Superexpaniier' 
cartridge  a  full  4K  HAM 

•  Recaptures  your  RAM  for  BASIC  and 
moves  it  into  Expansion  memory 
(lower  half  of  Blocks  1.2,  or  3) 

RAMralder  Kit    S24.9S 
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Kits  lor  Exparienced  Builder  only! 
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•  Turn  your  Commodore  gK  cartridge 
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substitution 

RAMcharger  Kit    S31j95 
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BREEZE  MACRINE  Assembled    ^9S5 
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corders.carstere     ^^^ 
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COMPVIE    May49B3 


dice,  with  other  than  six  sides, 
used  in  many  role-playing 
games.  Table  1  shows  the  output 
for  a  pair  of  ten-sided  dice. 
Notice  that  it  look  223  jiffies  (just 
under  four  seconds)  for  the  pro- 
gram to  run. 

If  we  run  Dice  under  Hes- 
count,  and  then  enter  SYS  0  to 
collect  the  line  counts  into  the 
array  UQ%,  the  results  can  be 
printed  using  the  routine  that 
starts  at  line  1000  in  Dice.  This 
output  is  shown  in  Table  2:  a 
table  of  line  numbers  and  how 
many  times  each  one  was  ex- 
ecuted. We  can  see  that  there 
are  only  two  points  in  Dice  worth 
trying  to  speed  up:  lines  40  and 
50,  which  execute  100  times  each, 
and  lines  70  and  80,  which  ex- 
ecute 19  times  each.  We  can  pick 
up  a  little  speed  by  combining 
lines  20  through  50  into  one  line. 
(See  Program  2.) 

However,  most  of  the  time 
saving  came  from  moving  the 
expression  "(S'T'2)"  from  inside 
the  FOR  loop  to  line  55.  The  run 
time  is  now  down  to  149  jiffies 
(about  two  and  a  half  seconds); 
any  other  changes  I  could  think 
of  just  made  the  run  times 
longer.  Although  this  example  is 
trivial  (it's  pretty  obvious  which 
statements  will  execute  the 
most),  you  can  see  how  this 
whole  process  would  be  very 
effective  with  a  large  program. 

A  Few  Limitations 

If  you  are  getting  the  impression 
that  I  like  Hescotinl,  you're  right. 
It  is  useful,  reasonably  simple  to 
use,  and  very  nicely  docu- 
mented. The  manual  that  comes 
with  it  is  easy  to  read  and  quite 
complete.  There  are  actually  two 
manuals,  totaling  25  pages.  The 
first  is  a  User  Manual,  which 
describes  how  to  load  and  use 
Hescouiit  and  how  to  access  the 
line  counts.  A  demo  program, 
included  on  the  tape  or  disk, 
acquaints  you  with  Hescouiit's 
operation. 

The  second  book  is  the  more 
technically  oriented  Progmni 
Manual.  This  manual  contains 


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day  express  mall  available! I  Canada  orders 
must  be  in  U.S.  dollars. 


ENTERPRIZES  i»cTo«y  "becd 

BOX  S50,  BARRINOTON,  ILLINOIS  00010 
Plwne  312/302-5244  to  order 


COMSTAR  Frr 

«^000E:F='0IH  I  J  HCI_MlvJDFCiFL'S-rLJVW><  YZ  SLti  c:  ci 

ABCDEFGHIJKLMN0PQRSTUVW)<YZabcdef9hi  J klmnopqrstuvw>;y 2  1234567890 


-F  -gl-ii  jj< 


8UPER-10"  ABCDEF'CSFH  ZaKI_Mlsiai 

ABCOEF&HIJKLHNOPQRSTUVUXYZ  12: 


•CaRSTLJVMXVZ 


1*1/1983     COMFWI!     121 


Program  1:  Dice 


1  RE11   *********  DICE  *»***#*** 

2  REM   **  UNHuDIFIEB  PROGRAM  ** 

5  INPUT "rJUIMEER  OF   SIHES'SS 

6  Ti$="00t3eei0" 

7  PRINT ;PRINT"THERE  ARE "£t2" POSSIBLE  COMB I NftT ONS "■ PRINT 
18  DIMC<2*S> 
20  F0RI=1T0S 
30  F0RJ=1T0S 

40  C'::i+j>=C';i+j>+i 

50  NEXT; NEXT 

t-0  F0RI=2Tn2*S 

70  PRINTI,C<I>,Ca>/''CSt2) 

SO  NEXT 
S5  PRINT 

90  PR I HT " EXECUT I ON  TOOK" ; T I ; " J I FF I ES " 

100  END 

1 000  DEFFN2  ■:  ft  >=ft-  i  fi<:0  >  *655e3 

1010  0P.EN4..4:pRIHT#4.."LINE      TIMES  EXECUTED" 

1020  FORI  =  lTCiUQKi;0..0:> 

1 030  Pl=:l NT#4 ..  FNZajQj; C 8,.  I  >  >  ..  FNZ<UQJi(  1 , 1  >  >  :  NEXT  ■  CL0SE4 

Program  2:  Modified  Dice 

1  REM   *******  DICE  ******** 

2  REM    **  MODIFICATION  #3   ** 

5  INPUT'THUMEER   OF   SIDES"; S 

6  TI«= "000000" 

7  PR  INT  "THERE  ARE  "ST2"  POSSIBLE   COMBINFlTONS" 
10  DINCC2*S:) 

30  FORI=lTOS:FORJ=lTOS:Ca+J>=C<:i+J)+l  :NEXT:NEXT 

55   31=S1£ 

60  F0RI=2T02*S 

70  PRINTI,C<I>,C<I)/SI 

80  NEXT 

90  PRINT"EXECUTION  TOOK"Tr- JIFFIES" 

100  END 

1000  DEFFNZ<fl>=fl-<ft<0)*65563 

1010  0PEN4,4:PRINT#4."LINE  TIMES  EXECUTED" 

1028  FORI=lTOUQK<e.0> 

1 038  PR  I  NT#4 .  FNZ  ( UQ?i  <  0 . 1  :>  >  ,  FNZ  <  UQ^  <  1 , 1  >  >  :  NEXT  :  CL  0SE4 


Table  1: 

Output  Of  A  Pair  Of 
Ten-Sided  Dice 

NUMBER  OF  SIDES?  10 
THERE  ARE  100  POSSIBLE 
COMBINATIONS 


2 

1 

.01 

3 

2 

.02 

4 

3 

.03 

5 

4 

.04 

6 

5 

.05 

7 

6 

.06 

8 

7 

.07 

9 

8 

.08 

10 

9 

.09 

11 

10 

.1 

12 

9 

.09 

13 

8 

.08 

14 

7 

.07 

15 

6 

.06 

16 

5 

.05 

17 

4 

.04 

18 

3 

.03 

19 

2 

.02 

20 

1 

.01 

EXECUTION  TOOK  223  JIFFIES 


Table  2: 

Results  Of  Line  Counts 

LINE  TIMES  EXECUTED 

1 
2 
5 
6 
7 

10  1 

20  1 

30  10 

40  100 

50  100 

60  1 

70  19 

80  19 

85  1 

90  1 

100  1 

1000  0 

1010  0 

1020  0 

1030  0 


information  on  how  to  customize 
Hescount,  how  it  works  "under 
the  hood,"  and  also  includes  a 
complete  assembly  listing. 

Of  course,  Hescount  does 
have  a  few  kinks.  The  means  of 
accessing  the  line  counts  is  some- 
what clumsy  but  it  is  well 


explained.  Hescount  also  has 
some  limitations  involving  mixed 
BASlC/machine  language  pro- 
grams, some  odd  types  of  FOR/ 
NEXT  loops,  and  utilities  that 
also  use  the  CHARGET  routine 
(such  as  Skyles  Electric  Works' 
Disk-0-Pw).  Fortunately,  all 
these  problems  are  minor  and 
are  discussed  in  the  documenta- 
tion. Versions  for  PET/CBM 
ROMs  2,  3,  and  4  and  the  VlC-20 
are  included,  along  with  a  short 
demo  program.  All  in  all,  Hes- 
count is  a  good  program  to  add 
to  your  software  development 
toolkit. 

Hescount 

Humetn  Engineered  Software 

71  Park  Lane 

Brisbane,  CA  94005 

$23.95  Tape 

$26.95  Disk  O 


Micro-Systems' 
VIE  Cartridge 
VIC  To  IEEE 

Interface 

Karl  Kelley 

Have  you  wanted  to  add  the 
disk  drive  for  your  other  Com- 
modore computer  to  your  VIC? 
If  you  are  like  many  Commodore 
owners,  you  may  have  already 
owned  a  4016,  4032,  or  8032  PET/ 
CBM  computer  along  with  a 
disk  drive  and  a  printer. 

Micro-Systems  Develop- 
ment, Inc.  is  marketing  an  inter- 
face cartridge  which  converts 
the  user  port  to  IEEE  protocol 
and  allows  direct  access  to  IEEE 
devices  of  all  kinds.  My  particu- 
lar interest  right  now  is  the  IEEE 
disk  drives  and  printers  man- 
ufactured by  Commodore  -  the 
ones  I  already  own. 

1  ordered  the  VIE  Cartridge 
from  Micro-Svstems,  and  as  soon 
as  I  received  it,  I  opened  the 
durable  plastic  case  to  check  out 
the  insides. 

Inside  were  four  chips  and  a 
female  edge  connector,  mounted 


122    COMPuni    May  1983 


Mayden, 


H  AYDEN . . .  the  source 


new!  VIC™  Revealed  (Hampshire) 
An  invaluable  probe  of  the  VIC's  hard- 
ware capabihlies.  II  cavers  the  6502 
microprocessor.  VIC  systems  softvvarE, 
video  interface  chip,  I/O  ports  and  I/O 
processing  and  functions,  as  well  as 
outstanding  VIC  features  such  as  its 
programming  power,  superior  game 
and  graphics  capability,  and  unique  I/O 
capabilities  that  are  not  even  explained 
in  Commodore  manuals.  Also  contains 
a  complete  instruction  se!  for  the  6502, 
as  well  as  options  for  using  machine 
code  subroutines  in  VIC  basic  pro- 
grams. #1058,  $12.95 


lieml  CP/MTM  Revealed  (Dennon) 

Intended  for  CP/M  users  interested  in 
improving  their  skills,  this  is  a  guide  to 
the  CP/M  operating  system:  the  console 
monitor  (CCP).  the  system  manager 
(BDOS).  and  the  input/output  driver 
package  (CBIOS).  Provides  a  clear 
understanding  of  (he  data  structure  of 
the  CP/M  disk  and  other  essentials  for 
using  CP/M  effectively.  Covers  buying 
CP/M,  boating  up,  logging  in,  changing 
memory  size,  mapping  disk  space,  call- 
ing all  programs,  and  more.  #5204, 
$13.95 


new!  Basic  AppIeTM  BASIC  (Coan) 
A  complete  guide  to  Applesoft  BASIC, 
Takes  you  from  beginning  concepts, 
such  as  entering  data  and  obtaining 
output,  and  planning  programs,  to  more 
advanced  topics  such  as  numeric  and 
string  arrays,  and  sequential  and  ran- 
dom access  files.  Alternate  techniques 
for  programming  In  Apple  Integer 
BASIC  are  also  covered,  as  well  as  low- 
resolution  and  high-resolution  graph- 
ics. #5626,  $12.95 

Apple  L!>  a  registered  trademark  of  .^pple  Computer  Co 
modorG  Business  Machifies,  Inc.  CP^M  is  a  regislercil 
with  Haytien  Book  Company,  inc. 


New!  Create  Word  Puzzles  With 
Your  Microcomputer  (Mau)  Create 
your  own  letter  inserts,  acrostics, 
cryptograms,  word-finds,  quote-falls, 
fill-ins,  and  other  word  puzzles.  Con- 
tains BASIC  programs  for  producing 
blank  puzzles  or  printouts,  following 
magazine  format.  Provides  complete 
information  for  establishing  and  main- 
taining word  and  quotation  files,  tech- 
niques for  producing  complex  puzzles, 
and  serves  as  a  tutorial  on  managing 
large  text  data  bases.  #6251,  $14.95 

new!  How  to  Cope  With  Computers 

(Logsdon)  An  entertaining,  yet 
informative  discussion  of  the  impact  of 
computers  on  our  daily  lives  and  the 
future  of  our  society.  Includes  a  brief 
history  of  the  computer,  explanations  of 
hardivare  and  software,  and  an  intro- 
duction to  programming  in  BASIC.  Pro- 
vides an  overview  of  computer  career 
opportunities.  #5193,  $7.95 

Introduction  to  Computer  Anima- 
tion (Wadsworth)  Now  you  can  pro- 
duce amazing  computer  graphics  — 
even  if  you  can't  draw  a  straight  line. 
Learn  how  to  draw  lines  and  shapes, 
make  graphs,  draw  pictures,  and  even 
do  animation  with  such  popular  micro- 
computers as  the  Apple  II.  TRS-80.  and 
the  PET.  This  book  takes  a  step-by-slep 
approach  to  learning  how  to  use  low- 
resolution  graphics,  including  many 
program  listings  that  illustrate  graphic 
techniques  using  a  minimum  of  mathe- 
matics. The  author  also  shows  how 
color  and  sound  can  be  used  in  such 
programs  as  creating  a  deck  of  cards, 
making  a  clown  wink  his  eye,  and 
"coaching"  an  interactive  football 
game.  #6279,  $9-95 

.  Inc.  PET  and  VIC  are  registered  tradetliapks  of  Com- 
Irademark  of  Digital  Research  Corp.  None  is  affiliated 


PETTM  Graphics  {Hampshire) 
Officially  approved  by  Commodore  for 
use  with  the  PET.  Instructs  the  PET 
user  on  how  to  program  graphics 
displays.  Contains  a  collection  of 
BASIC  and  machine-language  subrou- 
tines that  enable  the  PET  owner  to  write 
more  efficient  programs.  Provides  a 
wide  range  of  normally  unavailable 
graphic  functions.  #1051,  $18.75 
Available  on  PET  disk.  #11620,  $25.00 

Available  at  your  local  computer  store  or 

I^^H  Order  by  Phone 
LmhI  1-800-631-0856 

operator  CO  53 
In  N|  call  201-843-0550,  ext.  382 


Mail  to: 


Hayden  Book  Company,  Inc. 
Dept.  #  CO  53 
50  Essex  Street 
Rochelle  Park,  NJ  07662 

Please  send  me  the  item(s)  indicated  below 
by  code  number,  1  understand  that  if  I  am  nol 
completely  5,itisfietl,  I  may  return  the  bDok(sl 
within  10  days  For  a  complete  refund.  We  pay 
postage  and  handling.  Residents  of  NJ  and  CA 
must  add  sales  lax. 

D Enclosed  is  my  Check  or  money  order. 
Bill  my  n  Visa  C  MasterCard  Exp 


Name 


Addr 


Citv 


Slate/Zip 


Visa/MaslerCard  « 


Signature 


on  a  good  quality,  solder-dipped 
printed  circuit  board  with  two 
male  edge  connectors.  The  large 
edge  connector  plugs  into  the 
VIC  user  port.  The  female  con- 
nector mounted  on  the  PC  board 
is  a  straight  through  extension 
of  the  user  port  lines.  This  means 
that  use  of  the  VIE  cartridge  does 
not  restrict  one  from  later  expan- 
sion. The  smaller  male  edge  con- 
nector is  that  sorely  needed  IEEE 
port  designed  to  mate  with 
Commodore's  P/I  cable. 

Note:  Though  the  device  is 
extremely  well  constructed,  care 
must  be  used  when  plugging  it 
into  the  VIC  and  especially  when 
plugging  additional  cartridges 
into  the  VIE,  Remember,  it  is 
only  a  PC  board  and  cannot  be 
subjected  to  excessive  flexure. 
The  safest  approach  is  to  plug 
the  other  cartridge  into  the  VIE 
before  plugging  the  VIE  into  the 
VIC. 

The  instructions  consist  of 
one  typewritten  page  with  a 
brief  explanation  of  the  device 
and  instructions  for  enabling/ 
disabling  the  interface  software. 
The  instructions  are  entirely 
adequate. 

Once  installed,  the  iiiterface 
can  be  enabled  via 

SYS40000 

This  actuates  the  approxi- 
mately IK  EPROM  onboard  soft- 
ware. Once  enabled,  the  inter- 
face can  be  disabled  by  any  one 
of  the  following: 

"RESTORE" 

Software  BRK 

VIC  Power  Off 

SYS64850  (the  exit  routine) 

Recall  that  VIC  BASIC  is 
really  a  modification  of  PET 
BASIC  3,0  and  does  not  contain 
the  direct  disk  commands  of 
BASIC  4.0  such  as  DLOAD, 
DSAVE,  etc.  So  users  who  have 
become  "dependent"  on  BASIC 
4.0  will  have  to  re-leam  the  syn- 
tax of  disk  operations  from  the 
earlier  BASICs.  For  example,  to 
save  a  program  under  the  name 
TESTPROG  on  drive  1,  execute 
the  following: 

124     COMPUTH     MOY1983 


OPENl,8,15,"Il":SAVE 
'TESTPROG",8:CLOSEl 

Of  course,  initialization  is 
not  required  on  the  8050  drives, 
and  if  the  disk  has  previously 
been  initialized,  the  OPEN  and 
CLOSE  statements  are  not 
necessary. 

File  handling  is  straightfor- 
ward and  identical  to  PET  BASIC 
3.0.  Again,  BASIC  4.0  users  will 
miss  the  random  file  commands 
available  in  BASIC  4,0,  but  for- 
tunately, the  RANDOM  1,0  pro- 
gram {in  BASIC)  on  the  Commo- 
dore DEMO  disk  can  be  copied 
directly  for  use  on  the  VlC-20. 

There  are  a  few  things  to 
watch  out  for  while  using  the 
VIE.  On  the  larger  Commodore 
machines,  the  IEEE  port  is  part 
of  the  MAIN  LOGIC  ASSEMBLY 
and  cannot  be  enabled/disabled 
at  will.  Accidentally  disabling 
the  VIE  when  files  are  OPENed 
on  the  disk  or  printer  can  cause 
loss  of  data.  The  convenience  of 
the  RESTORE  (warm  start)  key 
is  now  an  albatross.  If  you  are 


doing  disk  operations  and  hit 
the  RESTORE  key  (disabling  the 
VIE)  while  disk  files  are  OPEN, 
you  have  accomplished  the  same 
thing  as  unplugging  the  P/I  cable. 
Under  certain  circumstances, 
this  could  also  result  in  lost  data. 

Likewise,  printer  format 
commands  will  be  lost  if  the  VIE 
is  disabled.  This  is  not  a  disaster, 
but  it  is  inconvenient,  I  have 
learned  to  set  off  these  format/ 
control  commands  in  routines  or 
programs  on  their  own  for  quick 
recovery. 

The  device  performs  well 
and  in  accordance  with  the  man- 
ufacturer's specifications.  At 
$79,95,  the  VIE  Cartridge  is  a 
valuable  addition  to  the  VIC  for 
users  who  already  own  Commo- 
dore disk  drives  and/or  printers, 
and  for  anyone  contemplating 
using  the  VIC  as  an  IEEE  con- 
troller, 

Micw-Systeius  Development ,  Inc. 
nW5  shady  Trail,  Suite  103 
Dallas,  TX  75229 
$79.95  O 


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AARDVARK  -  THE  ADVENTURE  PLACE 
TRS-80  COLOR         COMMODORE  64        VIC-20       SINCLAIR/TIMEX       TI99 


WE  CARRY  MORE  THAN  ADVENTURESII 

MAXI-PROS  WORD  PROCESSING       t*^^ 

The  easiest  to  use  word  processor  that  I 
know  of.  Has  all  the  features  of  a  major  word 
processor  (right  and  left  margin  justification, 
page  numbering, global  and  line  editing, single, 
double,  triple  spacing,  text  centering,  etc.)  at 
a  very  cheap  price  because  we  wrote  it  in 
BASIC.  Includes  40  page  manual  and  learning 
guide.  Easilv  modified  to  handle  almost  anv 
printer  combination.  Available  on  disk  or  tape 
for  VIC20,  COMMODORE64,  and  TRS-80 
COLOR  computer.  Requires  13k  RAM  on 
Vic,  16k  EXTENDED  on  TRS-SO  COLOR.  ^^ 
SI 9.95  on  tape   $24.95  on  disk.  ^^ 

GENERAL  LEDGER  -  Complete  bookkeep- 
ing for  a  small  business.  Disk  required.  For 
Vjc20  (13k),  Commodore64,  TRS-80  COLOR 
(16k  EXTENDED).  $69,95  (Send  $1.00  for 
manual  before  ordering.) 


LABYRINTH  -  16K  EXTENDED  COLOR 
BASIC  —  With  amazirvg  3D  graphics,  you  fight 
your  way  through  a  maze  facing  real  time 
monsters.  The  graphics  are  real  enough  to 
cause  claustrophobia. 

Similar  game  for  Timex/Sinclair  16k  -  hunting 
treasure  instead  of  monsters  $14.95. 


ADVENTURE  WRITING/DEATHSHIP  by 
Rodger  Otsen  —  This  is  a  data  sheet  showing 
how  we  do  it.  It  is  about  14  pages  of  detailed 
instructions  how  to  write  your  own  adven- 
tures. It  contains  the  entire  text  of  Deathship. 
Data  sheet  -  $3.95.  NOTE;  Owners  of  TI99, 
TRS-80,  TRS-80  Color,  and  Vic  20  computers 
can  also  gel  Deathship  on  tape  for  an  addi- 
tional $5.00. 

Dealers— We  have  the  best  deal  going  for  you. 
Good  discounts,  exchange  programs,  and  fac- 
tory support.  Send  for  Dealer  Information. 
Authors-Aardvark  pays  the  highest  commis- 
sions in  the  industry  and  gives  programs  the 
widest  possible  advertising  coverage.  Send  a 
Self  Addressed  Stamped  Envelope  for  our 
Authors  Information  Package, 


ADVENTURES  —  Adventures  are  a  unique 
form  of  computer  game.  They  let  you  spend 
30  to  70  hours  exploring  and  conquering  a 
world  you  have  never  seen  before.  There  is 
little  or  no  luck  in  Adventuring,  The  rewards 
are  for  creative  thinking,  courage,  and  wise 
gambling  —  not  fast  reflexes. 

In  Adventuring,  the  computer  speaks  and 
listens  to  plain  English.  No  prior  knowledge 
of  computers,  special  controls,  or  games  is  re- 
quired so  everyone  enjoys  them— even  people 
who  do  not  like  computers. 

Except  for  Quest,  itself  unique  among  Ad- 
venture games.  Adventures  are  non-graphic. 
Adventures  are  more  like  a  novel  than  a  comic 
book  or  arcade  game.  It  is  like  reading  a  par- 
ticular exciting  book  where  you  are  the  main 
character. 

All  of  the  Adventures  in  this  ad  are  in  Basic. 
They  are  full  featured,  fully  plotted  adventures 
that  will  take  a  minimum  of  thirty  hours  (in 
several  sittings)  to  play. 

Adventuring  requires  16k  on  Sinclair,  TRS- 
SO,  and  TRS-80  Color.  They  require  3k  on  OSI 
and  13k  on  VIC-20.  Sinclair  requires  extended 
BASIC.  Now  available  for  TI99. 


TREK  ADVENTURE  by  Bob  Retelle  -  This 
one  takes  place  aboard  a  familiar  starship  and 
is  a  must  for  trekkies.  The  problem  is  a  famil- 
iar one  —  The  ship  is  in  a  "decaying  orbit" 
(the  Captain  never  couid  learn  to  park!)  and 
the  engines  are  out  (You  would  think  that  in 
all  those  years,  they  would  have  learned  to 
build  some  that  didn't  die  once  a  week).  Your 
options  are  to  start  the  engine,  save  the  ship, 
get  off  the  ship,  or  die.  Good  Luck. 

Authors  note  to  players  —  1  wrote  this  one 
with  a  concordance  in  hand.  It  is  very  accurate 
—  and  a  lot  of  fun.  It  was  nice  to  wander 
around  the  ship  instead  of  watching  it  on  T.V. 

DERELICT  by  Rodger  Olsen  and  Bob  Ander- 
son —  For  Wealth  and  Glory,  you  have  to  ran- 
sack a  thousand  year  old  space  ship.  You'll 
have  to  learn  to  speak  their  language  and 
operate  the  machinerv  they  left  behind.  The 
hardest  problem  of  all  is  tojive  through  it. 

Authors  note  to  players  —  This  adventure 
is  the  new  winner  in  the  "Toughest  Adventure 
at  Aardvark  Sweepstakes".  Our  most  difficult 
problem  in  writing  the  adventure  was  to  keep 
it  logical  and  realistic.  There  are  no  irrational 
traps  and  sudden  senseless  deaths  in  Derelict. 
This  ship  was  designed  to  be  perfectly  safe  for 
its'  builders.  It  just  happens  to  be  deadly  to 
alien  invaders  like  you. 

Dungeons  of  Death  -  Just  for  the  16k  TRS- 
SO  COLOR,  this  is  the  first  D&D  type  game 
good  enough  to  qualify  at  Aardvark.  This  is 
serious  D&D  that  allows  1  to  6  players  to  go 
on  a  Dragon  Hunting,  Monster  Killing,  Dun- 
geon Exploring  Quest.  Played  on  an  on-screen 
map,  you  get  a  choice  of  race  and  character 
(Human,  Dwarf,  Soldier,  Wizard,  etc.),  a 
chance  to  grow  from  game  to  game,  and  a  15 
page  manual.  At  the  normal  price  for  an  Ad- 
venture (S14.95  tape,  $19.95  disk),  this  is  a 
giveaway. 


PYRAMID  by  Rodger  Olsen  -  This  is  one  of 
our  toughest  Adventures.  Average  time 
through  the  Pyramid  is  50  to  70  hours.  The 
old  boys  who  built  this  Pyramid  did  not  mean 
for  it  to  be  ransacked  by  people  like  you. 

Authors  note  to  players  -  This  is  a  very 
entertaining  and  very  tough  adventure.  I  left 
clues  everywhere  but  came  up  with  some  in- 
genous  problems.  This  one  has  captivated 
people  so  much  that  I  get  calls  daily  from  as 
far  away  as  New  Zealand  and  France  from 
bleary  eyed  people  who  are  stuck  in  the 
Pyramid  and  desperate  for  more  clues. 

MARS  by  Rodger  Olsen  —  Your  ship  crashed- 
on  the  Red  Planet  and  you  have  to  get  home. 
You  will  have  to  explore  a  Martian  city,  repair 
your  ship  and  deal  with  possibly  hostile  aliens 
to  get  home  again. 

Authors  note  to  players  —  This  is  highly 
recommended  as  a  first  adventure.  It  is  in  no 
way  simple— playing  time  normally  runs  from 
30  to  50  hours  —  but  it  is  constructed  in  a 
more  "open"  manner  to  let  you  try  out  ad- 
venturing and  get  used  to  the  game  before 
you  hit  the  really  tough  problems. 


QUEST  by  Bob  Retelle  and  Rodger  Olsen  - 

THIS  IS  DIFFERENT  FROM  ALL  THE 
OTHER  GAMES  OF  ADVENTURE!]!!  It  is 
played  on  a  computer  generated  map  of 
Alesia,  You  lead  a  small  band  of  adventurers 
on  a  mission  to  conquer  the  Citadel  of  Moor- 
lock.  You  have  to  build  an  army  and  then  arm 
and  feed  them  by  combat,  bargaining,  explora- 
tion of  ruins  and  temples,  and  outright  ban- 
ditry. The  game  takes  2  to  5  hours  to  play 
and  is  different  each  time.  The  TRS-80  Color 
version  has  nice  visual  effects  and  sound.  Not 
available  on  OSI,  This  is  the  most  popular 
game  we  have  ever  published. 

32K  TRS  SO  COLOR  Version  $24.95, 
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more  Questing. 

PRICE  AND  AVAILABILITY: 

All  adventures  are  $14.95  on  tape.  Disk 
versions  are  available  on  VIC/COMMODORE 
and  TRS-BO  Color  for  $2.00  additional.  S2.00 
shipping  charge  on  each  order. 


Please  specify  system  on  all  orders 
ALSO  FROM  AARDVARK  -  This  is  only  a  partial  list  of  what  we  carry.  We  have  a  lot  of  other  games  {particularly  for  the 
TRS-80  Color  and  OSI),  business  programs,  blank  tapes  and  disks  and  hardware.  Send  $1.00  for  our  complete  catalog. 


AARDVARK 
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Phone  Orders  Accepted  8:00  a.m.  to  4:00  p.m.  EST.  Mon.-Fri. 
TRS-80  COLOR  TIMEX/SINCLAIR  COMMODORE  64 

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MciY'l9a3     COMPUIB     125 


Microteach  Teacher's  Aide 
For  The  Atari 


Mike  Kinnamon 

Since  I  am  a  teacher,  many  edu- 
cational programs  are  brought  to 
me  by  well-meaning  computer 
users  and  salespeople,  who  be- 
lieve that  I  can  immediately  put 
them  to  use  in  my  classroom. 
Unfortunately,  some  of  these 
programs  do  not  lend  themselves 
to  practical  classroom  applica- 
tions. They  tend  to  be  either  too 
broad  or  repetitive,  too  much 
like  drills. 

Microteach  Teacher's  Aide 
(48K,  two  disk  drives)  is  not  in 
that  category;  it  is  a  welcome 
solution  to  the  problem  of  tailoring 
computer-assisted  education. 

With  this  program,  a  teacher 
with  no  knowledge  of  computer 
languages  can  create  computer- 
based  lessons  that  deal  specific- 
ally with  a  particular  curriculum. 
A  teacher  may  write  courses  and 
assign  them  to  individuals  or 
groups  of  students,  keeping  a 
record  of  each  student's  progress 
readily  available. 

To  use  Teacher's  Aide,  you 
first  format  a  blank  diskette, 
using  your  standard  Atari  Disk 
Operating  System.  This  becomes 
your  courseware  disk.  Next, 
place  the  Teacher's  Aide  in  drive 
number  one  and  your  newly 
created  courseware  disk  into 
drive  number  two.  Reboot  the 
entire  system  without  BASIC; 
Optimized  System  Services' 
BASIC  A  4-  is  used  by  the  pro- 
gram on  disk  number  one. 

The  program's  features  are 
numerous  and  quite  varied. 
Mastering  its  many  modules  will 
take  several  sessions,  but  the 
end  result  is  well  worth  the  time. 
A  teacher  can  enter  the  edit  mode 
and  easily  create  a  unit  of  study 
categorized  into  sections  and 
chapters  which  coincide  with 
the  textbook  being  used  in  the 
classroom.  You  can  re-edit  an 

126     COtlWUlH     Mo^1983 


existing  chapter  or  section  for  an 
alternate  or  improved  use.  You 
can  dissect  any  individual  chap- 
ter or  section  and  create  ad- 
vanced or  remedial  editions  of  a 
given  lesson.  Each  courseware 
diskette  can  be  assigned  a  vol- 
ume number,  thereby  creating 
an  entire  year's  curriculum 
in  any  sequence  and  of  any 
breadth. 

Iiach  TV  screen  is  treated  as 
a  page  of  a  textbook.  The  teacher 
has  the  options  of  color  of  pages 
and  timed  or  untimed  pages. 
The  entire  page,  section,  or  chap- 
ter can  be  listed  to  the  printer, 
giving  the  student  a  hard  copy 
for  study  notes,  homework,  or 
tests. 

Flexible  Options 

Questions  may  be  presented  to 
the  student  during  or  after  each 
lesson.  Several  types  of  ques- 
tions (multiple  choice,  fill-in-the- 
blank,  true-false,  or  yes-no)  can 
be  used  in  any  order,  in  each 
lesson.  Each  question  can  be 
timed  or  untimed,  and  assigned 
a  weighted  point  value  at  the 
teacher's  discretion.  If  the  stu- 
dent answers  a  question  incor- 
rectly, the  teacher  may  assign  a 
page,  section,  or  chapter  to  be 
reviewed  by  the  student  in  order 
to  better  assure  a  minimum 
competency  of  the  lesson.  A 
student's  responses  thus  deter- 
mine the  rate  at  which  he  or  she 
progresses  through  the  lesson. 
The  computer  will  keep  a 
complete,  detailed  record  of  each 
student's  performance.  The 
teacher  may  review  a  student's 
status  at  any  time  and  view  the 
chapters,  sections,  and  pages 
completed  by  each  student. 
Scores  on  the  questions  are  avail- 
able with  such  details  as  number 
of  times  attempted  before  a  cor- 


rect answer  was  entered  and  the 
weighting  value  of  each  ques- 
tion. The  teacher  may  list  all 
students  on  a  given  disk,  assign 
chapters  to  particular  students, 
set  up  a  new  student  file,  or 
delete  an  old  file  by  entering  the 
report/review  module  of  the 
program. 

The  editing  commands  are 
thorough,  allowing  the  teacher 
to  create  new  pages,  edit  old 
ones,  insert  or  delete  a  page, 
and  step  forward  or  backward  a 
page  at  a  time. 

Only  graphics  mode  0  (the 
standard  text  mode)  can  be  used 
with  this  program,  which  is 
somewhat  disappointing,  but  I 
know  a  few  teachers  who  have 
spent  the  time  to  create  high- 
resolution  graphics  to  adorn  the 
text.  With  a  little  imagination 
and  creative  endeavor,  a  teacher 
can  use  the  keyboard  graphics 
characters  with  pleasing  results. 
Since  each  page  is  static,  no  ani- 
mation of  the  graphics  is  pos- 
sible. This  prevents  a  dynamic 
presentation,  which  may  limit 
the  program's  usefulness  in  pri- 
mary classrooms. 

The  major  advantage  of 
Teacher's  Aide  is  that  absolutely 
no  knowledge  of  programming 
or  computer  language  is  re- 
quired. This  is  a  real  blessing  for 
those  teachers  who  have  wanted 
to  use  computers  in  their  cur- 
riculum but  haven't  had  time  to 
become  proficient  programmers. 
Test  and  grade  management,  a 
major  consumer  of  a  teacher's 
time,  is  greatly  simplified  with 
this  program.  The  validity  of 
any  test  question  can  be  easily 
determined  in  a  matter  of  min- 
utes, greatly  improving  a  cur- 
riculum's instructional  value 
and  a  test's  abihty  to  measure 
learning.  I  would  highly  recom- 
mend this  program.  It  requires 
an  Atari  400/800  and  two  disk 
drives. 

Microteach  Teacher's  Aide 
Compumax 
P.O.  Box  1139 
Palo  Alto,  CA  94301 
$195  C 


n  VISISCHEDULE  H  SUPERCALC  C  VISICALC  C.  WORDSTAR  ZJ  D.B.  MASTER  ZJ  MULTI  PLAN  ZJ  VISIFILE   Z  dBASE  II  D 


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G  FROGGER  u  CHOPLIRER  □  GORF  L  DAVID'S  MIDNIGHT  MAGIC  T  EASTERN  FRONT  (1941)  ^  ZORK  I  D 


A  Beginner's  Guide 
To  Typing  In  Programs 


What  Is  A  Program? 

A  computer  cannot  perform  any  task  by  itself. 
Like  a  car  without  gas,  a  computer  has  poteiitinl, 
but  without  a  program,  it  isn't  going  anywhere. 
Most  of  the  programs  published  in  COMPUTE!  are 
written  in  a  computer  language  called  BASIC. 
BASIC  is  easy  to  learn  and  is  built  into  most  com- 
puters (on  some  computers,  you  have  to  purchase 
an  optional  BASIC  cartridge). 

BASIC  Programs 

Each  month,  COMPUTE!  publishes  programs  for 
many  machines.  To  start  out,  type  in  only  pro- 
grams written  for  your  machine,  e.g.,  "TI  Version" 
if  you  have  a  TI-99/4.  Later,  when  you  gain  ex- 
perience with  your  computer's  BASIC,  you  can 
try  typing  in  and  converting  certain  programs 
from  one  computer  to  yours. 

Computers  can  be  picky.  Unlike  the  English 
language,  which  is  full  of  ambiguities,  BASIC 
usually  has  only  one  "right  way"  of  stating  some- 
thing. Every  letter,  character,  or  number  is  signif- 
icant. A  common  mistake  is  substituting  a  letter 
such  as  "O"  for  the  numeral  "0",  a  lowercase  "1" 
for  the  numeral  "1",  or  an  uppercase  "B"  for  the 
numeral  "8".  Also,  you  must  enter  all  punctuation 
such  as  colons  and  commas  just  as  they  appear  in 
the  magazine.  Spacing  can  be  important.  To  be 
safe,  type  in  the  listings  exactly  as  they  appear. 

Brackets  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 
the  curved  bracket,  such  as  "{DOWN}".  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  the  appropriate  key  for  your  com- 
puter. For  example,  if  you  have  an  Atari,  refer  to 
the  "Atari"  section  in  "How  to  Type  COMPUTEl's 
Programs." 

About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  informa- 
tion needed  by  the  program.  Some  DATA  state- 
ments contain  actual  programs  {called  machine 
language);  others  contain  graphics  codes.  These 
lines  are  especially  sensitive  to  errors. 

If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard,  break  key,  and  RESET  {or 
STOP)  keys  may  all  seem  "dead,"  and  the  screen 

128    COMnntt    May19S3 


may  go  blank.  Don't  panic  -  no  damage  is  done. 
To  regain  control,  you  have  to  turn  off  your  com- 
puter, then  turn  it  back  on.  This  will  erase  what- 
ever program  was  in  memory,  so  always  SAVE  a 
copy  of  your  program  before  you  RUN  it.  If  your 
computer  crashes,  you  can  LOAD  the  program 
and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
The  error  message  may  refer  to  the  program  tine 
that  READs  the  data.  TJie  error  is  still  in  the  DATA 
statements,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  your  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retype  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  control  char- 
acters? It's  all  explained  in  your  computer's 
manuals. 

A  Quick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  or  ENTER  at  the  end  of  each  line. 
Use  backspace  or  the  back  arrow  to  correct 
mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brac- 
kets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTEl's  Programs"  elsewhere  in  the 
magazine.) 


We  regret  that  we  are  no  longer  able  to  respond  to 
individual  inquiries  aboul  pronram^,  products,  or 
services  appcarifi;^  in  COMPUTE!  due  to  increasing 
publication  activity.  On  those  infrequent  occasions 
xohen  a  published  program  contains  a  typo,  the  correc- 
tion will  appear  on  the  CAPUTE!  page,  usualhj  within 
eight  iveeks.  If  you  have  specific  questions  about  items 
or  programs  which  \/ou've  seen  hi  COMPUTE!,  please 
send  them  to  Ask  The  Readers,  P.O.  Box  5406, 
Greensboro,  NC  27403. 


How  To  Type  COMPUTERS  Programs 


Many  of  tho  programs  which  <are  listed  in  COMPUTE!  contain 
special  control  characters  (cursor  control,  color  keys,  inverse 
video,  etc.).  To  make  it  easy  to  tell  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  computer,  we  have 
established  the  following  listing  conventions.  There  is  a 
separate  key  for  each  computer.  Refer  to  the  appropriate 
tables  when  you  come  across  an  unusual  symbol  in  a  program 
listing.  If  you  are  unsure  how  to  actually  enter  a  control 
character,  consult  your  computer's  manuals. 

Atari  400/800 

Characters  in  inverse  video  will  appear  like:  fHicEOEEa«Ef3eae 
Enter  these  characters  with  the  Atari  logo  key,  (At. 

When    you    see  Type  See 


(CLEAR} 

ESC 

SHIFT    < 

•f 

Clear   Screen 

{UP> 

EBC 

CTRL    - 

r 

Cursor   Up 

{DCSHN} 

EBC 

CTRL    - 

♦ 

Cursor    DoMn 

tLtH) 

EBC 

CTRL    + 

*. 

Cursor    Left 

miBHT> 

ESC 

CTRL    « 

■* 

Cursor    Ri  ght 

(BACK    SJ 

ESC 

DELETE 

4 

Backspace 

(DELETE ) 

ESC 

CTRL    DELtIt 

a 

Delete   character 

(INSERT) 

ESC 

CTRL    INSERT 

u 

Insert    character 

(DEL    LINE} 

ESC 

SHIFT   DFI  FTE 

□ 

Delete    line 

(INS    LINE} 

ESC 

SHIFT    INSERT 

n 

Insert    line 

(TAB} 

ESC 

TAB 

> 

TAB    key 

(CLR    TAB} 

ESC 

CTRL    TAB 

a 

Clear    tab 

(SET    TAB} 

ESC 

SHIFT    TAB 

a 

Set    tab    stop 

{BELL> 

ESC 

CTRL    2 

a 

Ring   buizer 

(ESC} 

ESC 

ESC 

^ 

Escape   key 

Graphics  characters,  such  as  CTRL-T,  the  ball  character  •  will 
appear  as  the  "normal"  letter  enclosed  in  braces,  e.g.  (T  . 

A  series  of  identical  control  characters,  such  as  10  spaces, 
three  cursor-lefts,  or  20  CTRL-R's,  will  appear  as  S 10 
SPACES),  (SLEFTi:,  (20  Rl,  etc.  If  the  character  in  braces  is 
in  inverse  video,  that  character  or  characters  should  be  en- 
tered with  the  Atari  logo  key.  For  example,  !  n)  means  to 
enter  a  reverse-fietd  heart  with  CTRL-comma,  1  5ni()  means  to 
enter  five  inverse-video  CTRL-U's. 

Commodore  PET/CBMA/IC 

Generally,  any  PET/CBM/VIC  program  listings  will  contain 
bracketed  words  which  spell  out  any  special  characters; 
(DOWN  )  would  mean  to  press  the  cursor-down  key; 
{3DOVVN)  would  mean  to  press  the  cursor-down  key  three 
times. 

To  indicate  that  a  key  should  be  sliifted  (hold  down  the 
SHIFT  key  while  pressing  the  other  key),  the  key  would  be 
underlined  in  our  listing.  For  e^sample,  S  would  mean  to 
type  the  S  key  while  holding  the  shift  key.  This  would  result 
in  the  "heart"  graphics  symbol  appearing  on  vour  screen. 
Some  graphics  characters  arc  inaccessible  from  the  keyboard 
on  CBM  Business  models  (32N,  S032). 

Sometimes  in  a  program  listing,  especially  within  quoted 
text  when  a  line  runs  over  into  the  next  line,  it  is  difficult  to 
tell  where  the  first  line  ends.  How  many  times  should  you 
type  the  SPACE  bar?  In  our  convention,  when  a  line  breaks 
in  this  way,  the  ~  symbol  shows  exactly  where  it  broke.  For 
example: 

100  PRINT  "TO  START  THE  GAME  ~ 
YOU  MAY  HIT  ANY  OF  THE  KEYS 
ON  YOUR  KEYBOARD." 

shows  that  the  program's  author  intended  for  you  to  type 
two  spaces  after  the  word  GAME. 


All  Commodore  Machines 

ClearScreen    {CLEAR} 
HotncCursor  {  HOME) 
CursorUp        fUP) 
Cu  rsor  Do  vvn  {  DOWN ) 
Cursor  Right  (RIGHT) 


Cursor  Left  {LEFT) 

insertCliaractor     {iNST) 
Delete  Character   {DEL) 
Reverse  Field  On  {RVSJ 
Reverse  Field  Off  {  OFF} 


Function  Two 

IF2} 

Function  Three 

{F3) 

Function  Four 

{F4} 

Function  Five 

{F5} 

Function  Six 

{F6} 

Function  Seven 

{F7} 

Function  Eigtit 

{F8} 

Any  Non-implemenled 

Function 

{NIM} 

VtC/CBM  64  Conventions 

Set  Color  To  Black  {BLK) 
SctColorTo  White  {WHT) 
Set  Color  To  Red  {RED) 
Set  Color  To  Cyan  {CYN) 
Set  Color  To  Purple  {  PUR) 
Set  Color  To  Green  (GRN) 
Set  Color  To  Blue  {BLUl 
Set  Color  To  Yellow  { YEL) 
Function  One  {Flf 

To  enter  any  color  code,  hold  down  CTRL  and  press  the 
appropriate  color  key.  Use  CTRL-9  for  RVS  on  and  CTRL-0 
for  RVS  off. 

8032/Fat  40  Conventions 

SetWindowTop       {SET   TOP)  Erase ToBeginningfERASE    BEGi 
Set  Window  Botlom{  SET    BOTj  Erase  To  End  {ERASE    END) 

ScrollUp  {SCR    UP)     Toggle  Tab  {TGL   TAB) 

ScrollDown    {SCR   DOWN}  Tab  {TAB) 

Insert  Line       {INST    LINE}        Escape  Key  {ESC) 

Delete  Line     {DEL    LINE) 

When  you  see  an  underlined  character  in  a  PET/CBM/VIC 
program  listing,  you  need  to  hold  down  SHIFT  as  you  enter 
it.  Since  the  VIC-20  and  Commodore  64  have  fewer  keys 
than  the  PET/CBM,  some  graphics  arc'grouped  with  other 
keys  and  have  to  be  entered  by  holding  down  the  Commodore 
key.  If  you  see  any  of  the  symbols  in  the  left  ctilumn  imder- 
lined  in  a  listing,  hold  dtnvn  the  Commodore  key  antl  enter 
the  symbol  in  the  right  column,  just  use  SHIFT  to  enter  all 
other  underlined  characters. 


f 

K 

/i 

I 

# 

T 

$ 

@ 

% 

G 

/ 

M 

& 

# 

\ 

- 

r 

F 

7 

B 

( 

£ 

) 

SHIFr-£ 

1 

E 

2 

R 

3 

W 

4 

H 

5 

J 

6 

L 

7 

Y 

8 

U 

9 

I 

@ 

SHIFT* 

r 

SHIFT + 

] 

SHIFT- 

t  PI 

.    s 
-    z 

=    X 

<    c 

>  V 

,  D 

/  F 

*  N 

+  Q 

0     A 

Apple  li  /  Apple  II  Plus 

All  programs  are  in  Applesoft  BASIC,  unless  otherwise 
stated.  Control  characters  are  printed  as  the  "normal"  char- 
acter enclosed  in  brackets,  such  as  I  D 1  for  CTRL-D.  Hold 
down  CTRL  while  pressing  the  control  key.  You  will  not  see 
the  special  character  on  the  screen. 

TRS-80  Color  Computer 

No  special  characters  are  used,  other  than  lowercase.  When 
you  see  letters  printed  in  inverse  video  (white  on  black), 
press  SHIFT-0  to  enter  the  characters,  and  then  press  SHlFT-0 
again  to  return  to  normal  uppercase  typing. 

Texas  Instruments  99/4 

No  special  control  characters  are  used.  Enteral!  programs 
with  the  ALPHA  lock  ofi  (in  the  down  position).  Release  the 
ALPHA  lock  to  enter  lowercase  text. 

TImex  TS-1000,  Sinclair  ZX-81 

Study  your  computer  manual  carelullv  to  see  how  to  enter 
programs.  Do  not  type  in  (he  letters  for  each  command, 
since  your  machine  features  single-keystroke  entry  i>f  BASIC 
commands.  You  may  want  to  switch  to  the  FAS!  mode 
(where  the  screen  blanks)  while  entering  programs,  since 
there  will  be  less  delay  between  lines.  (If  the  blanking  screen 
bothers  vou,  switch  to  the  SLOW  mode.) 

MCIV1P63     COMPUni     129 


KMMM  Pncal  for  PET/C8M/C64 


$85 


A  subset  of  standard  Pascal  with  extensions. 

-  Mactime  language  Pascal  Source  Editor  witti  cursor 
ofienled  window  mode- 

-  Macliine  Language  P-Code  Compiler 

-  P-Code  to  mactiine  lariguage  transfer  lor  optimized  otject 
code. 

-  Hun-time  package 

-  Floating  point  capability 

-  User  manual  and  sample  programs 

Requires  32  K  Ptease  specify  conliguration 

EAlirforPiET  (disk  file  based)     $65 

Editor  Asumtler,  RtloaUr.  Linker 
Gene;ales  relocatable  object  code  using  MOS  Tecfrnology 
mnemonics.  Disk  file  input  (can  edit  files  larger  than  memory) 
Links  nxjiliple  obiect  pfograms  as  one  memory  load.  Listing 
output  to  screen  or  pnnlef  Enfianced  editor  operates  in  bctli 
command  mode  and  cursor  oriented  "window"  mode. 

RAM/ROM  for  PET/CBM 

4K  or  8K  bytes  of  soft  ROM  with  optional 
battery  backup. 

RAM-ROM  IS  compatible  with  any  large  keyboard  machine 
Plugs  into  one  of  the  ROM  sockets  above  screen  memofy  to 
give  you  switch  selected  write  pfotectable  RAM 
tJse  RAM/ROM  as  a  software  development  tool  to  store  data 
or  machine  code  beyond  the  norma!  BASIC  range.  Use  RAM/ 
ROfd  TO  LOAD  A  ROM  image  where  you  have  possible  con- 
flicts with  more  than  one  ROM  requiring  the  same  socket 
Possible  apfllications  include  machine  language  son  (such  as 
SUPERSORT).  universal  wedge.  Extramon,  etc 

RAM/ROM -4K  $75 

RAH/ROM  -  8K  90 

Battery  Backup  Option  20 

SUBSORT  for  PET/CBM     $35 

Excellent  general  purpose  machine  language  sort  routine. 

THE  WHOLE  PET  CATALOG  $9 

A  two  yeai  320  page  compendium  o(  the  Midnite  Software 
Gazette  (or  CommoOore  computer  users.  Contains  500  reviews 
of  commercial  products,  700  education  programs  (reviewed 
and  organized  by  coursel.  200  reviews  of  free  games,  inio  on 
over  f  800  Iree  programs,  list  of  PET  and  VIC  user  groups,  and 
many  pages  of  helps  and  hints 

SuperGraphics  2.0 

NEW  Version  with  TURTLE  GRAPHICS 

SuperGraphics,  by  Jotin  Fluharty.  provides  a  4K  machine 
language  extension  which  adds  35  full  featured  commands  to 
Commodore  BASIC  to  allow  fast  and  easy  plotting  and  man- 
ipulation o(  graphics  on  the  PET/C  BM  video  display,  as  well  as 
SOUND  Commands  Animations  which  previously  were  loo 
slow  or  impossible  withcut  machine  language  subroutines 
now  can  be  programmed  directly  in  BASIC.  Move  blocks  (or 
rocketships.  etc.)  or  entire  areas  of  the  screen  with  a  single, 
easy  to  use  BASIC  command  Scroll  any  portion  of  the  screen 
up,  down,  left  cr  right.  Turn  on  or  off  any  of  the  4000  {8000  on 
8032)  screen  pixels  with  a  single  BASIC  command.  In  high 
resolution  mode,  draw  vertical,  horizontal,  and  diagonal  lines. 
Draw  a  box.  fill  a  box,  and  move  it  around  on  tlie  screen  with 
easy  to  use  BASIC  commands.  Plot  curves  using  either  rec- 
tangular or  polar  co-ordinates  (great  for  Algebra,  Geometry 
and  Trig  classes,) 

The  SOU N D  commands  allow  you  to  initiate  a  note  or  series 
of  notes  (or  even  several  songs)  Itom  BASIC,  and  then  play 
them  in  the  background  mode  without  interfering  with  your 
BASIC  program  Ttiis  allows  your  program  lo  run  at  full  speed 
with  simultaneous  graphics  and  music 

Seven  new  TURTLE  commands  open  up  a  wbole  new 
dimension  in  graphics.  Place  the  TURTLE  anywhere  on  the 
screen,  set  his  DIRECTION,  turn  him  LEFT  or  RIGHT  move 
him  FORWARD,  raise  or  lower  his  plotting  pen.  even  flip  the 
pen  over  lo  erase.  Turtle  commands  use  angles  measured  in 
degrees,  not  radians,  so  even  elementary  school  children  can 
aeate  fantastic  graphic  displays 

Specify  machine  model  (and  size),  ROM  type  (BASIC  3 
or  4) 

SuperGraphics  (disk  or  tape)  S40 

SuperGraphicsinROM($A000ofS9000)     S55 
Volume  discounts  available  or  ROM  version  lot  schools 


NEW 
VERSION  2 


lir  PET/CBM  Cnpitin 

FLEX-FILE  IS  a  set  ol  flexible.frienrUy  programs  lo  allow  you  to 
set  up  and  maintain  a  data  base.  Includes  versatile  Report 
Writer  and  Mail  Label  routines,  and  dxumenlation  lor  pro- 
grammers to  use  Data  Base  routines  as  part  ol  other  pro- 
grams 

RANDOM  ACCESS  DATA  BASE 
Record  size  limit  is  256  characters  The  number  of  records  per 
disk  is  limited  only  by  record  size  and  free  space  on  the  disk. 
File  maintenance  lets  you  step  forward  or  backward  through  a 
file,  add.delete.  or  change  a  record,  go  lo  a  numbered  record,  or 
(ind  a  record  by  specified  field  (or  partial  field)  Field  lengths 
may  vary  to  allow  maximum  information  packing  Both  sub- 
totals and  sorting  may  be  nested  up  to  5  fields  deep.  Any  field 
may  be  specified  as  a  key.  Sequential  file  input  and  output,  as 
well  as  fileoutput  in  WordProand  PaperMate  tcrmal  is  suppor- 
ted Record  size,  fields  per  record,  and  order  of  fields  may  be 
changed  easily 
MAILING  LABELS 

Typical  mail  records  may  be  packed  3000  per  disk  on  8050 
(f  400  in  4040),  Labels  may  be  printed  any  number  wide,  and 
may  begin  in  any  column  position  There  is  no  I  im  if  on  the  num- 
ber or  order  ol  fields  on  a  label,  and  complete  record  selection 
via  type  code  or  field  condition  is  supported, 
REPORT  WRITER 

Flexible  printing  format,  including  held  placement,  decimal 
justification  and  rounding,  Deline  any  column  as  a  series  of 
math  or  trig  functions  performed  on  other  columns,  and  pass 
results  such  as  mnnmg  total  from  row  to  row.  Totals,  nested 
subtotals,  and  averages  supported.  Complete  record  selection, 
including  field  within  range,  pattern  match,  and  logical  func- 
tions can  be  specified, 

FLEX-FILE  2  by  Michael  Riley       $110 

Please  specify  equipment  conliguration  when  ordering. 

DISK  LC.U.  $40 

Intensive  Care  Unit  by  LC.  Cargile 

CDMi'inE  DISK  RECOVERY  SYSTEM  FOR  CBM  DRIVES 

-  edit  disk  blocks  wiih  ease 

-  duplicate  disks,  skipping  over  bad  blocks 

-  complete  diagnostic  facilities 

-  unscratch  scratched  liles 

-  check  and  correct  scrambled  files 

-  recover  improperly  closed  files 

-  extensive  treatment  of  relative  files 

-  optional  output  to  IEEE488  printer 

-  comprehensive  user  manual  (an  excellent  tutorial  on  disk 
operation  and  theory). 

Furnished  on  copy-protected  disk  with  manual. 
Backup  disk  available,  SI  0  additionaf 

PROGRAM  YOUR  OWN  EPROMS  $75 

Branding  Iron  EPROM  Programmer  for  PET/CBM  software  ta 
all  ROM  versions.  Includes  all  hardware  and  software  to  pro- 
gram or  copy  27f  6  and  2532  EPROMs 

PORTMAKER  DUAL  RSZ32  SERIAL  PORT    $63 

Two  ports  with  full  bipolar  RS232  bulfering.  Baud  rates  from 
300  to  4800,  For  PET/CBM,  AIM,  SYM, 

Commodore  64 

Huiler-Klllir  -  Coinmodorc  64  15 
■  authentic  naval  warfare  game  (complete  with  sonar) 

Submarine  Warfare  (Clockwork  Computers)  29 

WordPro  3-F/64  75 

Vanilla  PILOT  with  Turtle  Graphics  27 

-  also  includes  sound.  Toolkit,  joystick  support 
Commodore  64  Programmer  Reference  (Suide  15 
C64  lo  Parallel  Printer  Inlerface  79 
CC I  Subniarine  Warfare  24 
Laser  Command  15 
VICTORY  SDttwirt  Itr  Ciramdon  64  In  itoctt 

FORTH  for  C64  50 

Adventure  Pack  I  (Victory  Software)  12 

Adventure  Pack  II  (Victory  Software)  12 

Grave  Robbers  (Victory  Software)  12 


FORTH  for  PET 

BY  LC.  Cargile  and  Michael  Riley  $50 

Features  include 

full  FIG  FORTH  model. 

all  FORTH  79  STANDARD  extensions. 

stnjctured  6502  Assembler  wilh  nested  decision 
making  macros 

full  screen  editing  (same  as  when  programming  in 
BASIC), 

auto  repeal  key, 

sample  programs. 

standard  size  screens  (1 6  lines  by  64  characters) 

150  screens  per  diskette  on  4040.  480  screens  on 
8050, 

ability  to  read  and  write  BASIC  sequential  files. 

introductory  manual. 

reference  manual. 
Runs  on  any  f6K  or  32K  PET/CBM  [including  8032)  with 
ROM  3  or  4,  and  CBM  disk  drive.  Please  speafy  conliguration 
when  ordering. 

Meticoniplir  for  FORTH  SSO 

Simple  metacompiler  for  creating  compacted  obiect  code 
which  can  be  executed  independently  (without  the  FORTH 
system). 


PageMate 
60  COMMAND 

WORD 
PROCESSOR 

by  Michael  Riley 


Paper-Mate  is  a  full-featured  word  processor  for  Com- 
modore computers.  Page-Mate  incorporates  60  commands  to 
give  you  full  screen  editing  with  graphics  for  all  16K  or  32K 
mach  Ines  (including  8032).  all  printers,  and  disk  or  tape  drives. 
Many  additional  features  are  available  (including  irast  capa- 
bilities ol  WordPro  3) 

For  writing  texL  Page-Mate  has  a  definable  keyboard  for 
operator  flexibility.  Shift  lock  on  letters  only,  or  use  keyboard 
shift  lock.  All  keys  repeat, 

Page-Mate  text  editing  includes  floating  cursor,  scroll  up  or 
down,  page  lorward  or  back,  and  repeating  insert  and  delete 
keys.  Text  block  handling  includes  transfer,  delete,  append, 
save,  load,  and  insert 

All  formatting  commands  are  imbedded  m  text  lor  complete 
control.  Commands  include  margin  control  and  release,  column 
adjust.  9  tab  settings,  variable  line  spacing,  justify  text,  center 
text,  and  auto  print  form  letter  (variable  blxk).  Files  can  5e  lin- 
ked so  that  one  command  prints  an  entire  manuscript  Auto 
page,  page  headers,  page  numbers,  pause  at  end  of  page,  and 
hyphenation  pauses  are  included 

Unlike  most  word  processors.  CBM  graphics  as  well  as  text 
can  be  used.  Page-Male  can  send  any  ASCII  code  over  any 
secondary  address  to  any  printer 

Page-Mate  functions  with  all  Commodore  machines  with  at 
leas!  f  6K.  with  any  printer,  and  either  cassette  or  disk. 

Toorder  Page-Mate,  pieasespecify  machine  and  ROM  type 
Page-  M  ate  (disk  or  tape)  for  PET,  C  BM.  VIC,  C64        $40 

SM-KIT  tor  PET/CBM  $40 

Enhanced  RO  M  based  util  Ities  for  BAS IC  4  I  ndudes  both  pro- 
gramming aids  and  disk  handling  cnmmands 

CBM  Sonwart 

BASIC  INTERPRETER  lor  CBM  8096  tZDO 
PEDISK  II  Syilems  Iniin  i;gn  Mlcratcch  anilible. 
FILEX  IBM  3741/2  Dati  Eichinge  Software  ivailablt. 
JIHSAM  Data  Base  Management  Syitem  ler  CBM. 

COPY-WHITER  WdhI  Proceisorlar  PET/CBM  SI 59 

CASH  MANAGEMENT  SYSTEM  $45 

Petspeed  BASIC  Compiler  225 

Integer  BASIC  Compiler  ffO 

CMAH  Record  Handler  110 

UCSD  Pascal  (without  board)  135 

Wordcraft  80  or  8095  265 

BPI  Accounting  Modules  280 

Professional  Tax  Prep  System  575 

ASERT  Data  Base  375 

Oow  Jones  Portfolio  Management  1 1 0 

Assembler  Development  80 


252  Bethlehem  Pike 
Colmar,  PA  18915 


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The  pfice-pertofniance  leader  Includes  Z80A,  1  or  2  lull  8" 
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DEALER  and  OEM  inqiitfies  invited- 

SPECIALS  on  INTREGATED  CIRCUfTS 

6502                      7,45  10/695  50/B55  100/615 

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2114-L200  2,45  25/2.30  100/215 

2716EPROM  4,90  5/4,50  10/4,00 

2532EPROM  7,90  5/7.45  10/690 

6116  2KX6CM0SRAM  7  90  5/7  45  10/6,90 

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Mark  VI  for  IBM  Personal  Computer 

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See  us  for  Personal,  Business, 
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Educational  Discounts  available. 

PETSCAN        $245  base  price 

Allows  you  to  connect  up  to  35  CBM/PET  Computers  to 
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Includes  case,  power  supply,  full  B-bit  transmission,  and 
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Backup  VI  0  20 

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HES  Soltwirt 
VIC  Omega  Race 
SpKto  ol  Mara  (UMl) 
Programmers  Aid 


95 


VICTOflV  So(ti#an! 


Street  Sweepers 
Night  Rider 
Treasures  of  Bat  Cave 
Games  Pack  I 
Victory  Casino 
Adventure  Pack  II 


12 
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VIC  Sargon  II  Chess 
VIC  GORF 
Meteor  Run  (UMI| 
VIC  Radar  Ratrace 
Amok  (UMl) 
Snakman 
Rubik's  Cube 
Programmers  Reference 
Renaissance  (UMl) 
VIC  Adventure  Series 
lor  VIC  and  CE4 
Ma?ein  3-D 
Cosmic  Debris 
Grave  Robters  AdvenL 
Games  Pack  I] 
Adventure  Pack  I 
Trek 


Commodore  64  Programmers  Reference  Guide  1 7 

Compotef's  First  Book  ol  PET/CBM  11 

POWER  ROM  Utilities  for  PET/CBM  78 

WordPro  3-F  -  32K  C8M,  disk,  printer  195 

WBrtPro  3+/B4  70 

WordPro  4-1-  -  8032,  disk,  printer  300 

SPELLMASTER  spBllhg  checker  lor  WordPro  1 70 

VISICALC  for  PET.  ATARI,  or  Apple  1 90 

PETRAX  PET  to  Epson  GnpMcs  Softaare  40 

SM-KIT  enhinceil  PET/CBM  ROM  Utilities  40 

Programmers  Toolkit  ■  PET  ROM  Utilities  35 

PET  Spacemaker  II  ROM  Switch  36 

2  Meter  PET  to  IEEE  or  IEEE  to  IEEE  Cable  40 

Dust  Cover  for  PET,  CBM,  4040,  or  8050  8 

VIC  or  C64  Parallel  Printer  Interface  79 

CmC  IEEE-RS232  Punter  Interface  -  PET  f20 

SADI  Intelligent  IEEE-RS232  or  parallel  235 

ZRAM  -  CBM  64K  RAM,  ZBO,  CP/M  550 

Prograntming  the  PET/GBM  |Ciinipute!|  —  R.  West  2D 

Compute!  First  Book  of  VIC  ft 

Whole  PET  Catalog  |M)dnight  Gazettt)  8 

Color  Ctiart  Video  Board  for  PET  1 25 

PET  Fun  and  Games  (Cursor)  1 1 


REVERSAL  (Spracklen)  Apple  or  Atari 

SARGONII  — AppleofTRS-eO 

Apple  II  Users  Guide  (Osborne) 

Introduction  to  Pascal  (Sybex) 

Pascal  Handbook  (Sybex) 

Musical  ApplicatiorB  of  Micros  (Chamberlin) 

Starting  FORTH 

Discover  FORTH 

User  Guide  to  the  Unix  System 

6502  Assembly  Language  Subroutines 

PET  Fun  and  Games 

KAMIKAZE  (Hayden  SotlwareApple) 


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DISK 
SPECIALS 


Scotcti  (3M)  5"  ss/dd 
Scotch  (3M)  5"  ds/dd 
Scotch  (3M)  8"  SS/sd 
Scotch  (3M)  8"  ss/dd 


10/2  25  50/2-10  100/2,05 

10/3.15  50/2,90  100/2,85 

10/240  50/2-20  too/ 215 

10/2  95  50/2  70  100/ 2,65 


We  Stock  VERBATIM  DISKS 

Write  tor  Dealer  and  DEM  prices. 

BASF  5"  or  8"  10/ 2  00  20/1,95  100/1.85 

NEW  BASF  Qualimetnc  Disks  also  in  stock. 

Wabash  5"ss/sd  10/1,80  50/1,75  100/1.70 

Wabash  5"  ss/dd  10/200  50/195  100/1-90 

Wabash  8"  ss/sd  10/2,00  50/1,95  100/1-90 

We  stock  MAXELL  DISKS 

Write  for  dealer  and  OEM  prices. 

Disk  Storage  Pages     lOforSS   Hub  Rings  50  for  S6 
Disk  Library  Cases      8"— 3.00   5"— 2.25 
Head  Cleaning  Kits      1  f 


CASSEHES- 

-AGFAPE-611  PflEMIUM 

High  output,  low 

noise,  5  screw  housings 

C-IQ 

10/ ,61 

50/  58 

100/ .50 

C-30 

10/85 

50/  ,82 

100/ .70 

SPECIALS 


109 


Zenith  ZVM-1 21  Green  Phospftor  Monitor 

VOICE  BOX  Speech  Synthesizer  (Apple  or  Alan) 

Many  printers  available  (Star,  Brother.  OKI.  etc) 

We  Stock  AMDEK  Moniton 

Watanabc  Intelligent  Plotter  990  6-pen  1290 

ISDBAH  4  Oullet  Sargi  Suprtstor/Noite  Filtir  49 

We  stock  Electrohome  Monitors 

dBASE  II  390 

Panasonic  TR-120M1P  12"  Monitor  (20  MHz)  149 

Panason  Ic  CT- 1 60  Dual  Mode  Color  Monitor  285 

Franklin  Computers  -  special  system  price 
Hewlett  Packard  Calculators  available 

US!  Vitle«  Monitors— Green  or  AMBER  ZD  MHz  hl-rts. 
Dealer  aitd  OEM  Inquiries  inirlteil 

ALL  BDOK  and  SOFTWARE  PRICES  DISCOUNTED 


A  P  Products 


1 5%  OFF 


Spertek  SYM-]  Microcomputer     SALE  189 

KTM  -2/8  0  Synenek  Video  and  Keyboard  349 


TMM/TH 


data 
systems 


Z29  Terminal  [VTIGO.  VT-52,  ADM3A. 

|{azl500  CDinpatibiel  660 

ZT-l  Intelligent Cammunications Terminal  479 

ZIQOlS-bit/B-bit  System  CALL 

We  stock  entire  Zenith  line. 


ATARr 

SPECIALS 


800  Computer 
400— 16K 
810  Disk  Drive 
Tlioni  EMI  Sottwire 

850  Interface 
Inside  Atari  DOS 
Joysticks  or  PatJdIes 
Microtek  RAM  Cards 
EiJuFiii  Softwire 
Pi  kit 

Super  Breakout 
APX  Software 


499 
199 
440 

170 
18 
19 


Mtaosott  BASIC 
MISSILE  COMMAND 
ASTEROIDS 
STAR  RAIDERS 

Space  Invaders 
Atari  Grapk  (Conipute'l 
Caverns  of  Mars 
PAC-MAN 
CENTIPEDE 
First  Book  ol  Atari 
Andwr  Modim— Atiii 
Other  Atan  products 


72 
29 
29 
34 

29 
11 

33 

36 
3E 
11 
B5 


252  Bethlehem  Pike 
Colmar,  PA  18915 


215  822  7727  A  B  Computers 


WRITE  FOR  CATALOG 

Add  $1 ,25  per  order  for  shipping.  We  pay  balance  of  l/PS  surface 
charges  on  all  prefMtd  ordefS,  Prices  listed  are  on  cash  discount 
basis.  Regular  pnces  slightly  higher.  Prices  subject  to  change. 


THE  WORLD  INSIDE  THE  COMPUTER 


Software  For  Toddlers 


Fred  D'lgnozio,  Associate  Editor 


I  first  started  working 
with  children  and 
computers  back  in  the 
early  1970s.  I  was  a 
programmer  for  a 
large  computer  time- 
sharing company, 
and  I  took  a  briefcase 
computer  terminal 
with  me  to  elementary 
school  classrooms  around  the  District  of  Colum- 
bia. We  dialed  up  the  main  computer  on  the  tele- 
phone and  plugged  it  into  the  terminal. 

I  wrote  all  the  programs  that  I  demonstrated 
to  the  kids.  That's  because  there  wasn't  anything 
else  out  there. 

Sure,  there  was  CAI  (Computer-Assisted 
Instruction)  courseuHire  available.  But  that  was 
mostly  for  older  kids,  and  it  was  very  expensive.  I 
operated  my  litde  computer-literacy  project  on  a 
shoestring.  CAI  materials  were  over  my  students' 
heads  and  beyond  the  reach  of  my  wallet. 

Then  came  the  flood  of  personal  computers. 
But  still  no  inexpensive  software  for  children  in 
preschool  through  early  elementary  school.  Par- 
ents and  teachers  who  wanted  software  had  to 
write  it  themselves.  Or  they  could  find  an  occa- 
sional listing  in  a  computer  magazine. 


I'rcii  D'l^iiiizio  ifi  a  couipiihTciithusinst  and  author  of 
:^fivml  book^  oil  coinpiitciy  to>'  }(ouit;^  people.  His  books 
indudc  Katie  and  the  Computer  (Creative  Coniputiii'^), 
Chip  Mitchell:  The  Case  of  the  Stolen  Computer  Brains 
(Diittoiii Lodestar),  and  R2-D2's  Question  and  Answer 
Book  About  Computers  (Random  House). 

As  the  talker  of  livo  i/omti^  cluldreii,  !-red  has  heeoiiie 
concerned  with  introducing  the  coiiipuler  to  children  as  a 
wonderful  tool  rather  than  as  a  forbidding  electrotiic  device. 
His  colttniii  appears  monthly  in  COMPUTE!. 

132     COMPUTE!     MavlCaa 


Now,  suddenly  all  this  is  changing.  People 
have  finally  realized  that  even  the  smallest  kids 
can  use  computers  to  have  fun  and  to  learn. 

And  computers  are  appearing  in  people's 
homes  by  the  millions.  By  the  niUUous. 

Thousands  upon  thousands  of  the  families 
who  now  have  computers  also  have  little  kids. 
These  kids  represent  an  enormous  market  for 
software.  Software  companies  and  traditional 
publishing  companies  are  leaping  into  this  market 
by  the  dozens.  All  of  a  sudden  we  are  being 
deluged  by  programs  for  little  kids. 

Software  Reviews 

In  future  columns,  I  will  continue  to  write  about 
the  computer  friend  and  about  "programming 
languages"  for  little  kids  (see  my  column  last 
month.)  But  I  will  also  devote  part  of  each  column 
to  reviewing  the  best  of  the  new  software  for  little 
kids. 

If  you  don't  find  a  major  piece  of  software 
reviewed  in  my  column,  look  for  it  in  other  COM- 
PUTE! columns  (such  as  in  Glenn  Kleiman's  or 
David  Thornburg's  column  or  in  the  Reviews 
section  of  each  issue.)  Or  write  me  directly  (Fred 
D'lgnazio,  2117  Carter  Road,  SW,  Roanoke,  VA 
24015).  I'll  get  the  software  and  respond  to  vou 
personally.  If  it  merits  review,  I'll  also  include  it 
in  a  forthcoming  column. 

E.T.  On  Your  Computer 

Everybody  is  going  computer.  Everything  that 
now  appears  in  a  book,  in  the  comics,  in  the 
movies,  or  on  TV  will  soon  be  loaded  into  a  com- 
puter. Within  the  next  few  years,  we  will  see  all 
our  kids'  heroes  and  superherocs,  myths,  fairy 
tales,  and  favorite  characters  appear  electronically 
on  personal  computers.  Big  Bird,  Strawberry 
Shortcake,  and  Papa  Smurf  will  all  be  com- 
puterized. So  will  Batman,  Wonder  Woman,  and 


NEW  MULTI-USER  SOFTWARE  LETS  THE  WHOLE  FAMILY 
SHARE  IN  THE  JOY  OF  LEARNING. 


Is  the  personal  computer  doing  all  It  can  to  help 
our  children  learn? 

To  some  degree,  no,  although  it's  not  fair  to  blame 
it  entirely  on  the  computer.  After  all,  computers  are 
only  as  good  as  their  software. 

How  can  we  improve  this  situation? 

A  solution  already  exists.  But  first,  some  back- 
ground. 

Where  personal  campulers  fail. 

For  years,  studies  have  shown  that  children  learn 
more  ehiciently  in  group  situations.  Peer  groups,  tor 
example,  motivate  slower  learners  to  persevere. 
Groups  of  older  and  younger  children  encourage 
divergent  thinking.  Even  the  simple  "group"  of  a 
parent  and  child  promotes  faster  acceptance  of 
new  ideas  by  combining  education  with  trust 
and  confidence, 

Bu!  personal  computers  and  their  programs  are 
designed  to  be  personal.  One  computer,  one  child. 
It's  hard  for  anyone  else  to  be  pari  of  the  learning 
experience,  even  you. 

At  least  not  until  today 

A  simple  solutien. 

When  two  educational  researchers.  Dr.  Matilda  But- 
ler and  Or  William  Paisley,  observed  I  his  problem 
they  proposed  an  interesting,  yet  simple,  solution. 
Instead  of  writing  programs  that  shut  out  brothers, 
sisters,  tnends,  and  parents,  why  not  give  everyone 
(he  opportunity  to  share  learning  simultaneously.  This 
one  idea  sparked  an  entire  line  of  unique  educational 
programs  and  gave  birth  to  a  new  company,  Edupro. 

Software  that  shares. 

With  Edupro's  Microgroup'"  computer  programs, 
up  to  eight  players  work  at  solving  math,  language, 
social  studies,  or  science  problems  which  are  pre- 
sented as  contests,  races,  and  puzzles.  The  players 
work  together,  either  competitively  or  cooperatively, 
as  they  race  against  time,  each  other,  or  both. 

The  Math-Race  program,  for  example,  converts 
your  computer  into  an  electronic  race  track  where 
children  compete  to  answer  math  problems  and 
advance  toward  the  finish  line.  Picture-Play  encour- 
ages everyone  to  create  pictures  together,  teaching 
both  spatial  relationships  and  the  value  of  coopera- 
tion. And  Team-Work  combines  both  cooperation  and 

Atari  ■  and  4e0  /  800"  are  Iradematte  of  ATARI  Inc. 


competition  by  pitting  two  teams  (of  up  to  four  play- 
ers) against  each  other  in  a  race  to  solve  word  and 
number  puzzles. 

For  the  first  time,  your  personal  computer  can 
bring  all  the  benefits  of  group  learning  info  your 
home.  With  a  little  assist  from  Edupro. 

Designed  for  the  simplest  computers. 

These  unique  programs  run  on  the  Atari  400  or 
800,  two  of  the  worid's  most  popular  home  com- 
puters. Remember,  these  aren't  game  cartridges, 
they're  full  computer  programs,  designed  by  educa- 
tors. All  are  available  on  floppy  disk  or  cassette,  and 
each  one  requires  the  minimum  amount  of  computer 
memory  (16K  for  cassette,  24K  for  disk),  That  means 
the  simplest  Atari  computer  can  let  your  children 
share  the  learning  experience  with  up  to  seven  addi- 
tional friends.  Joysticks  required  for  Word-Draw, 
Math -Hunt,  and  Picture-Play;  paddles  required  for 
Word-Race,  Math-Race,  and  Team-Work. 

Trust  your  awn  experience. 

At  the  fall  1982  Computer-Using  Educators  Confer- 
ence hundreds  of  educators  witnessed  hands-on 
demonstrations  of  our  programs.  H^lany  of  them  said 
that  this  was  a  most  effective  way  to  judge  their 
potential.  But  we  want  to  offer  you  an  even  better 
npportimify  One  those  educators  missed. 


n 


Ecfupro 


Edupro  ^ 


We  want  you  and  your  children  to  experience  this 
new  way  to  learn.  So  ctioose  one  or  more  programs 
on  either  disk  or  cassette.  Try  them  yourself.  Watch 
your  children  get  more  excited  about  learning.  Enjoy 
the  thrill  of  sharing  the  experience  with  them.  We 
know  of  no  other  software  ttiat  can  tum  a  personal 
computer  into  a  tool  for  sharing  the  joy  of  learning. 

Fill  out  tfie  order  form  and  see  the  results  for 
yourself. 


tnn\  to  share  Ihe  joy  ol  learning  v^ith  my  children  Please  send 
me  the  programs  I've  indicaled  below,  I  understand  thai  ea[;li 
program  is  availaljle  on  either  disk  or  cassette  Imy  choice)  and 
comes  wilh  a  complete  se!  ol  instructions  ans  catalog  feting  over 
50  programs.  Plus  a  coupon  good  lor  a  10%  dscount  on  my  next 
order 


Quantity  F^ogram  De$criptian 


for 
Disk 


fol 
Cassatta 


STORYBOOK  FRIENDS:  Ages  5-9 

WORD-DRAVJ. 

Storytook  People  and  Places 
MATH.HUNT  sjumber  Relationships 

AWEHICAN  THEMES:  Ages  B-13 
TEAM-WORK:  Smal  Studies 

MATH-HUNT:  Amencan  Years: 

Multiplication  and  Division 

THE  WORLD  AROUND  US:  Ages  12-AdulI 
WORD-DRAW:  Science 

MATH-RACE:  Powers  and  Roots 


JUST  FOR  FUN:  All  Ages 

PICTURE-PLAY 

Total  t 


Total  Amount  S 


programs  on  disk  @  S24.95  each         

programs  on  cassette  @  S19.95  each    

Picture-Play,  disk  ([r  S19-95  _ 

Picture-Play  casselte  (.;■  SI4.95  _ 

CA  residents  add  sales  taj 

Postage  and  tiandlmg 

Total  _ 

My  check  or  money  order  is  enclosed  for  $_ 

Please  bill MasterCard Visa 

(card  m.) 

Name 

Address , 

City 


S2.S0 


fexp  date) 


_  Slate  . 


Signaluie 

Allow  3  weeks  (or  delivery 


-ZiP- 


Satislactlon  guaranieed- 

Send  to:  Edupro.  Depr  COl,  PO.  Box  51346,  Palo  Alto,  CA  94303. 
Wnle  to  above  address  (o-  Brochure/ catalog  listing 
or  phooe  inquines:  (416)  '!94-2790 


Edupro 

Edupro.  RO  BoK  51346   ■  Pak)  Alio,  CA  9430: 


94303.  (4151  494-2790 


<    If      reading      a 

^    memory  locations  isn't 
enough,     the     Memory 
Map    Tutorial     lets     you 
watch  them  work.  It  is  the 
perfect    companion    to    the 
Master  Memory  Map.  We  dis- 
cuss In  detail  over  30  of  the  most 
important  memory  locations  and 
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required.   $29.95    for  ATARI  com 

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never  dreamed  you  could  do  are  now  possible.  We 

explain  the  locations  controlling  Player  Missile 
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^?s 


"The  book  just  oozes  good  information 
and  is  truly  one  of  the  great  values  for 
the  Atari." 

Gordon  Banks,  Huntsville  Users  Group 
puters. 

X 


EDUCATIONAL 
SOFTWARE,  inc 


i 


Have  you  everwondered  what  ki  nd  of  pets  they  used  to 
ketp  way  back  when?  This  game  takes  you  t»d<  to 
Morocco  In  the  9th  century  to  try  and  win  a  pet  snake 
from  Sheba,  a  very  wily  snake  charmer.  All  you  have  to 
do  13  guide  your  new  friend  through  7  levels  o( feeding. 
This  game  is  written  in  BAS IC  and  machine  language  so 
it  can  be  listed  -  and  you  can  see  how  an  arcade  game  is 
developed!  Requires  I6K  tape  or  32K  disk.  S2-4.95 


Q 


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NEW  from  EDUCATIONAL  SOFTWARE: 

Proto's  Favorite  Games  -  Proto  just  loves  kJds  and  in  his  new 
adventures  they  can  help  him  try  his  skills  at  bowling,  15  (a  number 
puzzle),  connea-the-dots  and  squai-B-4.  For  I6K  upe  or  32K  disic 
$29.95 

Proto's  Fun  Day  -  Proto  will  have  an  entertaining  day  with  kids 
(ages  4  to  10)  helping  him  match  shap^  assemble  new  robots  in 
Professor  Von  Chip's  lab,  and  grow  a  blooming  garden  in  two 
different  vrtys.  I6K  Tape  or  32K  Disk  $29.95 


Mov1<?83    COMPUTf!    135 


Cat  in  the  I  i.U.  So  will  l'L2-D2  and  E.T. 

Some  of  this  new  software  will  bo  junk:  dnll, 
of  little  educational  value,  using  the  big  names 
(like  E.T.  or  the  Smurfs)  only  for  the  purpose  of 
hooking  the  kids. 

But  there  will  also  be  a  !t)t  of  good  software. 
Its  range  and  diversity  will  be  breathtaking.  And 
it  will  be  fun  niui  educational.  Some  of  the  new 
packages  include  PLATO  software  from  Control 
Data  Corporation;  "Sesame  Street"  software  from 
the  Children's  Coiiiptitcr  Workshop  (CCW  is  a 
spin-off  from  CTVV,  the  Children's  Tele\'isiiMi 
Workshop);  "Dr.  Seuss"  software  and  games  from 
Theodore  Geiss  and  Coleco;  electronic  books  from 
TI  that  read  themselves  (using  TI's  Magic  Wand  ''' 
bar  code  reader);  plus  software  from  dozens  o\ 
other  major  companies  and  institutions,  including 
the  Children's  Capitol  Museum  in  Washington, 
D.C.,  and  Milton  Bradley. 

I'll  review  all  of  these  major  software  prtiducts 
in  this  column  and  give  prices  and  the  names  and 
addresses  where  the  products  can  be  obtained. 

An  Unparalleled  Oppoitunity 

The  flood  of  programs  for  little  kids  is  the  cutting 
edge  of  the  computer  revolution.  Programs  for 
older  kicis  and  for  adults  will  also  have  a  powerful 
impact.  But  the  impact  on  little  kids  will  be  the 
greatest. 

Why?  First,  because  thev  are  little  kids.  Com- 
puters will  be  among  the  first  things  they  see. 
Computer-assisted  learning  will  be  part  of  their 
earliest  learning  experience.  It  will  affect  what 
thev  learn  and  hoxo  Ihev  learn.  It  will  shape  kids' 
feelings  about  learning  in  general. 

Second,  up  until  now,  most  learning  bv 
little  kids  has  been  informal.  Very  few  children 
today  receive  sustained,  cumulative  instruction 
before  the  age  of  five,  when  they  are  enrolled  in 
kindergarten. 

Soon  all  this  is  going  to  change.  Four-year- 
olds,  three-year-olds,  two-year-olds,  and  kids 
even  younger  will  sit  down  in  front  of  their  family 
computers  and  run  exciting,  fun  programs  that 
teach  them  things  thev  otherwise  wouldn't  learn 
until  they  were  twice  as  old.  Or  even  older. 

Third,  much  of  this  learning  will  be  nonin- 
stitutional  and  extracurricular.  Educational  TV 
programs  like  Scsainc  Street  made  a  stab  at  turning 
the  home  into  a  "learning  center."  Now  computers 
and  the  new  "todciler"  software  will  make  this 
possible.  Formal  learning  at  home  will  skyrocket. 
And  it  will  be  largely  self-sustained  and  unsuper- 
vised. Parents  will  encourage  their  kids  to  run  the 
programs.  Bui  the  kids  will  either  do  it  or  not. 
The  amount  of  learning  that  takes  place  will  de- 
pend mostlv  on  the  kids  themselves  and  on  the 
quality  of  tlie  software  thev  are  exposed  to. 

When  this  class  of  computer-literate  kids 


enters  the  public  school  system,  watch  out.  Each 
kid  will  test  out  at  a  different  grade  level  on  liiffcn'nf 
subjects.  The  strain  on  public  schools  will  be  enor- 
mous. Parents  will  pressure  schools  to  continue 
the  individualized  instruction  that  the  children 
began  at  home  on  their  computers.  The  schools 
will  have  to  respond.  Whether  they  want  to  or 
not,  the  public  schools,  from  kindergarten  up, 
will  be  forced  to  computerize  their  curriculums 
extensively.  Otherwise,  the  teachers  will  be  over- 
whelmed by  too  many  kids  operating  at  too  many 
levels. 


Millions  of  our  youngest 

children  will  soon  be 

exposed  to  computer  software 

embodying  all  sorts  of  values. 


What  will  be  the  outcome  of  all  these  changes 
in  ternis  of  children's  \'alues  and  the  overall  quality 
of  their  development?  Millions  of  our  voungest 
children  will  soon  be  exposed  to  computer  soft- 
ware emboclving  all  sorts  of  values.  These  wiiues 
will  affect  the  children's  emotional  disposition, 
their  learning  ability,  and  their  social  and  spiritual 
development. 

Little  kids  are  especially  vulnerable  to  new 
values.  Their  character  still  has  not  fully  formed. 
And  vet  what  supervision  are  these  kids  likelv  to 
get  when  the\'  sit  down  at  their  computer  and  run 
these  programs?  What  control  will  parents,  and 
even  teachers,  have  on  the  shape  and  scope  of 
their  kids'  development? 

I  will  deal  with  these  important  questions 
and  others  like  tiiem  in  future  columns.  Also,  I'd 
like  to  hear  from  you  readers.  What  are  i/oiir 
views? 

The  Learning  Center 

What  is  the  best  way  to  teach  little  kids?  Is  it  drill? 
Simulation?  Invention?  Discoverv?  Games?  Or 
some  combination? 

The  programs  now  appearing  for  children 
are  based  on  one  or  more  of  the  above  learning 
philosophies.  When  you  are  selecting  software 
for  your  kids,  it's  good  to  know  which  philosophy 
(or  methodology)  the  software  uses. 

For  each  of  the  various  philosophies,  there 
are  several  good  software  packages.  Drill  is 
perhaps  the  oldest  form  of  computer  instruction. 
In  recent  years,  drill  programs  have  been  maligned 
because  they  are  said  to  be  unimaginative,  they 
don't  take  full  advantage  of  the  computer,  and 
"thev  program  kids,  rather  than  the  other  way 
around." 


13a     COMPVIE!    MovWaS 


Ihe  Light  Pen 


at^thc 


Right  Price: 


5-24- 


Less  is  more.  This 
maxim  has  never  been 
more  true  than  now  with 
the  introduction  of  our  new 
Edumate  Light  Pen.  This 
affordable  and  reliable  tool 
was  originally  designed  and 
developed  for  use  with  our 
Learning  Center  educational  soft- 
ware—however, it  is  the  perfect 
accessory  for  your  Atari  400/800, 
VIC-20  or  Commodore  64,  regardless 
of  application.  Response  has  been  so 
overwhelming  that  we  now  announce  a 
new  price  schedule  for  quantity  orders: 

1-4-«29«»'each 

»20«^each    25-99— «19^«  each 


100  and  more— *17"  each 

Order  now!  See  your  local  dealer  or  order  direct. 

New  catalog  $2.00.  Visa  and  MasterCard  accepted— 

please  add  $2.00  for  postage  and  handling. 

Call  toll  free! 

1-800-334-SQFT 

DEALER  IirQTriRIES  INVITED 


a  division  of  FUTUBB  HOUSE  —  dept.  c 
P.O.  box  3470,  cliapel  hill,  nortli  Carolina  27514,  919-967-0861 


Bui  drill  picigianis  have  n  place,  ospociailv 
whun  they  are  tun  and  exciting,  and  when  Ihev 
teach  new  tacts  and  concepts. 

One  drill-type  package  1  recommend  is  The 
LctiDiiii;^  Center,  written  bv  Bruce  Mitchell.  Bruce 
and  his  wife  Diane  run  the  Small  World  kinder- 
garten and  preschool  in  Durham,  North  Carolina. 
Diane  is  one  of  Small  World's  teachers.  Bruce  and 
Diane  also  have  two  young  sons.  Bruce's  programs 
are  based  on  experiences  with  his  sons,  one  ot 
whom  had  a  learning  disabilitv,  and  on  several 
years  experience  with  kids  at  Small  World. 

The  programs  are  divided  into  three  areas: 
Special  Skills,  Math  and  Number  Skills,  and  Lan- 
guage Skills.  The  Special  Skills  section  covers 
identification  of  colors,  color  names,  and  shape 
recognition  and  differentiation.  The  Math  and 
Number  Skills  section  covers  countintz,  number 
recognition,  addition  and  subtraction,  and  ones 
and  tens.  The  Language  Skills  section  includes 
programs  tor  alphabet  recognition,  letter  se- 
quence, and  symbol  discrimination. 

Children  can  interact  with  the  programs  using 
the  computer  keyboard  or  an  inexpensive  light 
pen  sold  bv  Tlic  Lcaniiii;^  Center's  distributor,  the 
Programmer's  Institute.  The  programs  are  very 
friendly  ancl  easy  to  use.  Thev  are  appropriate 
even  for  the  youngest,  non-reading  children.  Mv 
three-year-old,  Eric,  likes  them  a  lot- especially 
the  "Count  with  Me"  program  that  lets  him  "count 
the  monsters." 

My  only  criticism  is  that  the  color  program  is 
sometimes  not  responsive  to  the  light  pen.  1 
learned  that  this  can  be  corrected  bv  turning  up 
mv  monitor's  contrast  control.  The  problem  is 
present  only  in  the  Atari  version  and  will  be  cor- 
rected with  a  new,  more  sensitive  Atari  light  pen 
soon  to  be  available  from  Programmer's  histitute. 

The  Learning  Center  programs  cost  $74.95  for  a 
cassette  and  S79.95  for  a  diskette.  I  have  the  ver- 
sion that  runs  on  the  Atari  400/800.  I  understand 
they  also  run  on  the  VIC,  the  Commodore  64,  the 
TRS-80  Model  I,  Model  III,  and  Color  Computer, 
the  Apple,  and  the  TI-99/4A. 

The  Edumate''  light  pen  costs  $34.95.  To 
find  out  more  about  the  light  pen  and  Tlie  Le(ir)iiiig 
Center  package,  contact: 

The  Pn>'^raiui!ier''f  lji>titutv 
P.O.  Box  3191 
Ouipcl  Hill,  NC  275U 
919-967-0S61 

KinderComp 

Two  other  excellent  software  packages  are  Kinder- 
Comp and  Rhymes  &  Riddles,  distributed  by  Spin- 
naker Software  Corporation  of  Cambridge,  Mas- 
sachusetts. Both  packages  employ  several  teach- 
ing philosophies.  They  are  so  attractive  and  fun 
to  use  that  they  have  captivated  my  entire  family. 


inckrding  three-year-old  Eric,  seven-vear-old 
Catie,  and  their  parents. 

Each  package  is  S29.95.  They  are  available  for 
the  Atari  computers,  the  Apple  11 -I-  (48K,  DOS 
3.3)  and  He,  and  the  IBM  PC.  Contact: 

Spiniuiker  Softwure  Corponilio}! 
215  Firsl  Street 
Cttiiibrids^e,  MA  02142 
617-SbS-47(H}    . 

Ki)iderCon!p  was  written  by  Doug  Da\'is  for 
his  daughter  Amy.  The  name  makes  it  sound  like 
a  collection  of  arithmetic  programs,  but  it  is  really 
six  programs  that  teach  a  diverse  group  of  numer- 
ical and  alphabet-oriented  skills. 

One  ot  the  programs  is  called  "Draw."  It  can 
be  used  by  even  the  youngest  children  (say,  kids 
under  two).  To  work  the  program,  the  child  twists 
a  joystick  and  creates  multicolored,  musical  pic- 
tures on  the  cHispIay  screen. 

My  three-year-old  had  no  problem  using 
Draw  to  create  all  sorts  of  shapes.  When  1  asked 
him  to  tell  me  what  he  was  drawing,  I  was  bog- 
gled. "Up  here,  Daddy,"  he  said,  "is  an  upside- 
down  two.  Over  here  is  a  house.  These  are  steps. 
This  is  the  roof.  This  here  is  the  room  where  the 
doggie  lives.  This  isa  hotel.  That's  a  big  swimming 
pool.  Over  here  is  the  fire  escape.  This  green  stuff 
is  Hulk  Grass.  It's  bigger  than  the  hotel." 

Draw  is  a  super  program  because  of  its  visual 
and  auditory  ieedback,  because  it's  so  easy  to 
use,  and  because  it  stimulates  a  child's  manual 
dexterity,  creativity,  and  artistic  skills. 

The  other  KinderComp  programs  are  more 
focused  and  less  open-ended.  But  thev  arc  original 
and  exciting.  "Scribble"  amplifies  anti  animates  a 
child's  random  scribbles.  "Names"  turns  a  chiki's 
name  into  a  fascinating  sound  and  light  show. 
(Boy,  was  1  jealous  when  Eric  turned  his  name 
into  a  hilarious  musical  cartoon.  I  never  got  that 
kind  of  reinforcement  with  my  name  "Fred.") 

"Sequence"  helps  kids  learn  number  se- 
quence; "Letters"  teaches  them  lowercase  letters 
and  the  location  of  letters  on  the  keyboard;  and 
"Match"  is  a  great  pattern-matching  game. 

Both  the  Lear)nng  Center  programs  from  Pro- 
grammer's Institute  and  KinderComp  from  Spin- 
naker are  valuable  for  the  speeifie  skills  they  teach 
young  children.  But  they  are  equally  valuable  as 
"doorways"  for  children  to  enter  the  world  of 
computers.  Even  the  vcnmgesl  children  can  use 
the  computer  for  fun,  purposeful  activities  that 
theif  control.  They  learn  the  computer  keyboard. 
Thev  learn  how  to  manipulate  and  respond  to 
material  on  the  display  screen.  They  learn  how  to 
operate  the  computer  and  run  programs. 

Computer  skills  still  baffle  and  intimidate  a 
large  number  of  adults.  People  once  believed  that 
mastery  of  these  skills  required  a  college  educa- 


138     COMPUH!     Mav1983 


tion.  Yet  The  Learning  Center  and  KinderContp  teach 
these  skills  to  little  kids  who  are  still  running 
around  in  diapers. 

An  important  aspect  of  toddler  software  is 
the  way  it  reinforces  children's  response  -  that  is, 
the  way  it  responds  to  kids'  right  and  wrong  an- 
swers. Both  The  Learning  Cetiter  (LC)  and  Kinder- 
Contp (KC)  score  high  in  this  category.  For  right 
answers,  LC  gives  a  happy  face  and  a  happy  tune; 
KC  gives  a  happy  face  with  a  wink.  For  wrong 
answers,  LC  gives  a  sad  face  and  a  toot;  KC  gives 
a  sad  face  crying  a  big  tear. 

I  like  both  packages'  responses  to  wrong  an- 
swers because  they  are  quickly  over  and  do  not 
intimidate  a  child.  I  like  KC's  response  very  much 
because  the  computer  doesn't  show  disapproval 
or  anger  when  the  child  errs.  Instead  it  becomes 
sad. 

KC  is  good  also  because  it  gives  the  child  hints 
when  he  is  wrong,  and  eventually  gives  him  the 
right  answer.  But  after  the  child  gets  an  answer 
wrong,  he  is  not  rewarded  for  later  getting  it  right. 
This  confused  my  son  Eric.  When  he  didn't  get  a 
happy  face  on  the  screen  for  an  answer  at  which  he 
had  worked  especially  hard,  he  wilted  a  little  bit. 

On  the  other  hand,  KC  is  especially  good 
because  it  lets  the  child  follow  his  progress  with  a 
string  of  pluses  ( -}- )  on  the  screen  (one  "plus"  for 
each  correct  answer).  And  the  child  gets  a  special 
reward  for  answering  a  series  of  questions  cor- 
rectly. This  feature  made  a  big  hit  with  Eric. 

Last,  I  also  recommend  Rhymes  &  Riddles, 
another  package  from  Spinnaker.  R&R  was  writ- 
ten by  a  husband  and  wife  team.  The  format  is 
"updated,  nonviolent  Hangman."  On  the  screen 
appear  a  bunch  of  dashes.  The  dashes  represent 
missing  letters.  The  child  tries  to  guess  the  letters. 
By  guessing  all  the  letters,  a  child  builds  either  1) 
a  nursery  rhyme,  2)  the  answer  to  a  riddle  (Sample 
riddle:  Why  can't  bikes  stand  up?  Answer:  Because 
they  are  two  tired.),  or  3)  a  famous  saying. 

If  a  child  doesn't  guess  the  right  letters  after  a 
certain  number  of  tries,  she  doesn't  see  some  poor 
little  man  or  woman  get  hanged.  Instead,  she 
builds  a  sad  face,  and  the  program  displays  the 
correct  letters. 

All  three  games  (The  Learning  Center,  Kinder- 
Comp,  and  Rhymes  &  Riddles)  help  kids  learn  the 
computer  keyboard,  the  letters  of  the  alphabet, 
and  the  spelling  of  different  words.  The  kids' 
learning  is  reinforced  with  colorgraphics  pictures 
and  musical  segments  taken  from  nursery  rhymes 
and  the  children's  songs. 

Kids'  Computer  Magazines 

Software  for  kids  isn't  the  only  thing  that's  hap- 
pening. There  are  also  a  growing  number  of  kids' 
computer  magazines.  Three  good  ones  that  I 
recommend  are: 


CompuKids  ($16/vear;  $9/half-year)  P.O.  Box 
874,  Sedalia,  MO  65301.  Call  (toll-free)  800- 
822-KIDS.  Wide  range  of  articles,  tutorials, 
interviews,  stories,  puzzles,  and  games  for 
kids  just  getting  started  in  computers. 
Elementary  school  and  junior  high.  Also, 
Compu  Kids  Computer  Club  (for  an  additional 
$8/year). 

Enter  ($12,95/year)  Children's  Television 
Workshop,  One  Lincoln  Plaza,  New  York, 
NY  10023.  Call  212-595-3456.  Like  CompuKids, 
a  wide  range  of  articles,  stories,  puzzles, 
games,  etc.  Glossy,  full-color  format  pat- 
terned after  CTW's  Sesame  Street  and  3-2-1 
Contact  magazines.  For  kids  seven  and  up. 

Turtle  Nezvs  and  Logo  Neioslettcr  (Kids  $9/year; 
Adults  $25/year)  Young  Peoples'  Logo  As- 
sociation, 1208  Hillsdale  Drive,  Richardson, 
TX  75081.  Call  214-783-7548.  Focus  on  Logo, 
PILOT,  and  Turtle  Graphics  programming, 
but  also  features  articles  and  programs  in 
BASIC.  Education,  entertainment,  and  ma- 
terial to  help  kids  with  special  needs.  For 
kids  seven  and  up. 

All  three  of  these  magazines  encourage  kids 
to  contribute  articles,  stories,  and  programs.        C 


VIC.20      ATARI 


.i    .4     A-m\S 


CHILD 

DEVELOPMENT 

SERIES 

(forttie3.5K  VICand 
16K  ATARI) 

ADD/SUB— 516.95 

Displays  single  or  multiple 

digits  with  Of  w/o  pictures, 

borrows,  carries,  scoring, 

and  audio/video  feedback. 


LOST!— S16.95 

A  small  child  is  lost. 

You  lead  the  search  teams. 

"Help/Hint"  and 

"Save"  Functions. 

Develops  deductive  reasoning. 

BECi  IS  composed  ot  professionals  dedicated 

providing  non-irivia!  educational  materials  lor  tfie 

computer  In  addition  to  our  own  software,  we  carr 

line  of  evaluated  hardware  and  software.  Send 

(refundable)  for  our  catalog. 


to 

home 
y  a  full 
S2 


Serjd  ctieck  or  money  order  to: 
BOSTON  EDUCATIONAL  COMPUTING,  INC. 

78  Dartmoutti  Street,  Boston,  MA  02116 
(617)536-5116     'MA  res.  add  5%  tax 


May  1983     COMPUTE!     '.iV 


FRIENDS  OF  THE  TURTLE 


David  D  Thornburg.  Associate  Editor 


Robots  Are  Turtles,  Too 

With  the  continuing  development  of  excellent 
turtle  graphics  environments  on  every  computer 
with  a  halfway  decent  display,  it  is  easv  to  lose 
sight  of  the  fact  that  the  turtle  was  originally  a 
computer-controlled  robot.  The  power  and  ease 
of  turtle  graphics  have  allowed  the  screen-based 
progeny  to  totally  eclipse  their  mechanical 
forebears. 

While  Friends  of  the  Turtle  supports  and 
encourages  the  use  of  mechanical  turtles  such  as 
the  Big  Trak  and  the  Terrapin  Turtle,  we  haven't 
received  many  comments  from  the  users  of  these 
devices.  Because  of  the  recent  entry  of  the  Heath 
and  Androbot  robots  (see  this  month's  Computers 
And  Socict}/  column),  1  think  it  is  about  time  for  us 
to  make  it  clear  that  we  will  grow  even  more  ag- 
gressive in  our  support  of  turtles  -  both  mechani- 
cal and  screen-oriented. 

Although  people  who  use  turtles  often  share 
a  common  programming  language,  the  interests 
of  people  who  use  one  type  of  turtle  are  different 
from  those  who  use  the  other.  The  speed,  preci- 
sion, color,  and  available  complexity  of  a  display 
turtle  present  challenges  of  a  different  sort  from 
those  of  a  mechanical,  imprecise,  and  (relatively) 
slow  robot.  Where  the  user  of  screen  turtles  might 
be  interested  in  the  creation  of  landscapes,  the 
user  of  a  robot  may  be  more  interested  in  solving 
mazes. 

Both  people  may  use  the  same  language  (e.g., 
Logo)  and  computer  system,  but  each  has  a  dif- 
ferent set  of  objectives.  We  want  this  column  to 
be  a  comfortable  home  to  all  turtle  users.  You  can 
help  make  it  one  by  sharing  your  applications 
with  us. 

For  example,  one  marvelous  application  for 
the  Big  Trak  was  developed  by  Katie  Thornburg 
for  use  with  school  children  between  second  and 
sixth  grades.  She  uses  several  dozen  pieces  of  1  x 
4  inch  wood  cut  into  13-inch  lengths  (the  length 
corresponding  to  one  forward  unit  of  Big  Trak 
motion).  She  places  these  pieces  of  wood  on  a  4  x 
8-foot  sheet  of  pegboard  to  create  a  maze  that 

140     COMPU1S     MoyWaS 


each  child  must  "program"  his  or  her  way  out  of. 

By  having  the  constraints  of  a  maze  (rather 
than  a  more  general  problem,  such  as  moving  in  a 
square  path),  the  children  are  highly  motivated  to 
create  error-free  programs.  Additional  challenges 
can  be  created  by  having  two  teams  race  against 
each  other,  or  by  having  each  of  two  teams  con- 
struct a  maze  to  be  solved  by  the  other  team.  This 
inexpensive  addition  to  the  Big  Trak  has  greatly 
increased  the  value  of  this  tool  in  the  computer 
classroom. 

Turtles  At  The  CES 

There  were  at  least  three  things  I  saw  at  the  Winter 
Consumer  Electronics  Show  that  are  of  value  to 
friends  of  the  turtle.  The  first  of  these  was  the 
introduction  of  the  Mattel  Aquarius  computer 
(currently  selling  for  under  $170)  with  an  under 
$100  Logo  cartridge.  While  the  graphics  resolution 
on  this  computer  isn't  tremendous,  I  was  im- 
pressed by  the  fact  that  Mattel's  Logo  was  de- 
veloped by  The  LISP  Company.  Since  Logo  is  a 
user-friendly  version  of  LISP  (L/St  Processing),  I 
felt  comforted  to  know  that  this  would  not  be  a 
pure  turtle  graphics  package  passing  itself  off  as 
Logo. 

The  second  delight  was  a  preview  of  a  forth- 
coming turtle  graphics  package  for  the  Commo- 
dore 64  from  HES.  I  am  very  impressed  with  this 
program.  Once  1  get  a  copy,  I  will  review  it  in  this 
column. 

The  third  development  of  interest  was  the 
introduction  of  a  new  company,  Androbot.  This 
company,  founded  by  Atari  founder  Nolan 
Bushnell,  introduced  a  computer-operated  robot 
named  TOPO  and  a  self-contained  android  named 
B.O.B.  (Brains  On  Board).  TOPO  is  described  in 
this  month's  Computers  And  Society  column,  so  1 
won't  say  any  more  about  it  here. 

B.O.B.  is  a  thoroughly  engaging  creation 
programmed  to  "seek"  people  out  and  initiate 
"conversations"  with  them.  To  help  with  this 
task,  B.O.B.  sports  five  Polaroid  ultrasonic  posi- 
tion sensors  to  map  the  environment,  and  two  IR 


NENK 


presents 


Captain  Cosmo  is  an 

exciting  fast-action  video 
arcadegame.lt  can  be  play- 
ed by  1  to  4  players  and  has 
99  skiH  levels.  Tr/  it  and  you 
can't  let  go! 

Requires  Atari  400/800  with 
32  K  Joysticks,  and  a  Disl^ 
Drive. 


Delta  Squadron  is  a 

strategic  war  game  that  really 
puts  you  in  the  pilot's  seat. 
With  this  game  you  will  ex- 
perience the  thrill  and  excite- 
ment of  a  real  space  pilot. 
Delta  Squadron  is  a  "must" 
for  all  strategic  game  enthu- 
siasts, and  a  change  of  pace 
for  those  who  wants  a  chal- 
lenge! 

Requires  64K  Apple  II  with 
DOS  3.3  and  paddle. 


Superbowl  Football 

is  a  realistic  football  game, 
You  can  design  your  own 
plays  and  has  thousands  of 
defensive  and  offensive 
plays.  This  is  the  ultimate  in 
computer  football  games. 
Requires  Atari  400/800  with 
48K  a  Disk  Drive  and  Joysticks. 


We  revolutionize  our  packaging  designs  to  be  convenient, 
compact,  durable,  and  to  protect  the  diskettes  from  dus!  and 
moisture. 

Ask  for  us  at  your  local  stores  or  your  distributor. 


N=XX 


NEXA  CORPORATION 

p.  O-  Box  26468 

San  Francisco,  CA  94126-6468 

(41 5)  387-5800 


Each  of  the  PDf  Preschool  Challengers 
develops  critical  pre-reading  skills 
in  the  3-6  year  old- 
shape  and  letter  recognition, 
number  concepts,  listening  skills, 
spacial  relationship,  classification 
and  eye/hand  coordination. 

At  the  same  time,  they  fascinate  arid  delight  the  child 
hour  after  hour  with  lovable,  interactive  playmates. 

All  PDI  Preschool  Challengers  feature  brilliant  graphics, 

color,  music  and  exciting  sound  effects,  and  some 

have  voice  narrations. 

Available  16K  ATARI  {Cassette  w/joystick)  and 

24K  ATARI  (Disk  w/joystick)  Preschool  IQ  Builder  1 

available  on  32K  APPLE  (Disk). 


THE  ADVENTURES  OF  OSWALD 

Using  the  joystick,  your  child  helps  Oswald  climb, 
run  and  jump  through  two  different  adventures. 
Includes  "Oswald  and  the  Golden  Key"  in  which 
Oswald  eludes  a  pesky  ghost 

SAMMY  THE  SEA  SERPENT 

Features  three  story  adventure  games  in  which 
Sammy  gets  into  a  lot  of  tight  spots-including 
finding  his  way  back  to  the  sea. 

HERE  COMES  VIOLET 

Violet  (her  name  and  color!)  has  a  real  problem- 
she's  the  cutest  monster  ever  seen,  BUT  she 
wants  to  be  ugly  so  she  can  scare  people.  A 
delightful  interactive  adventure. 

PRESCHOOL  10  BUILDER  1 

A  stimulation  program  m  two  parts. 

a,  Decide  if  pairs  of  figures  are  similar  or  not. 

b.  fvlalch  the  letter  on  the  screen  with  the  correct 
one  on  the  keyboard. 

PRESCHOOL  10  BUILDER  2 

The  face  on  the  screen  sings  a  happy  song  when 
the  correct  match  is  made  between  letters,  num- 
bers, symbols  or  words.  6  levels  of  difficulty. 


Available  at  leading  stores  or  direct  from  PDI. 

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M?     COMPUTE!     MavW83 


Sinclair/Timex 

Guess  That  Animal 


Ralph  Kennedy 


T///.S-  article  adapts  a  prcvioushj  puhUshed  COMPUTE! 
piv;^yaui  to  the  Siiiclaii-  ZX-Sl .  It  is  also  a  brief  tutorial 
on  the  special  features  of  the  ZX-Sl 's  BASIC,  showiiig 
how  you  can  reload  programs  without  loshig  data  pre- 
viously saved .  Tlie  prognv>i  requires  16K. 


This  is  an  tidiiption  tor  tho  Sinclair  ZX-81  of  Daniel 
Hastic's  "Guess  that  Animal!"  program,  which 
appeared  in  the  August  1982  issue  of  COMPUTE!. 
The  I6K  RAM  pack  is  required. 

The  most  significant  difference  between  Has- 
tie's  versions  (for  PET  and  Atari)  and  the  ZX-81 
version  is  that  no  tiata  tapes  are  used.  The  ZX-81 
is  not  equipped  to  read  or  write  such  tapes,  but  it 
does  save  all  variables  and  arrays  when  it  saves 
programs.  This  means  that  if  vou  plav  the  game 
for  a  while  and  then  save  the  program,  it  will  be 
more  "knowledgeable"  when  it  is  reloaded  than 
it  was  in  its  pristine  state. 

Saving  The  Program 

Incidentally,  t)n  those  occasions  when  vou  have 
no  need  of  a  record  of  the  values  of  the  variables 
in  a  program  you  are  saving,  you  can  save  an 
amount  of  time  roughly  proportional  to  the 
amount  of  memory  set  aside  for  variables  and 
arrays  simply  by  entering  CLEAR  before  saving 
the  program. 

When  you  have  typed  this  program  into  your 
ZX-Sl  and  have  assured  vourself  that  all  is  well 
with  it,  enter  CLEAR  and  save  the  program  once 
so  that  you  have  on  tape  a  reasonably  quick- 
loading  version  without  variables.  Later,  after 
you've  played  the  game  for  .some  time  and  want 
to  save  program  and  data,  simpiv  respond  with  a 
N  to  the  question  "Would  you  like  to  try  again?" 
and  you  will  then  sec  instructions  on  saving  the 
data. 

A  version  saved  in  accordance  with  these 
instructions  will  begin  running  automatically 
when  it  is  loaded  back  into  the  computer.  If  you 
save  the  program  by  stopping  it  and  entering 
SAVE,  be  sure  to  start  it  using  GOTO  START  when 
you  reload.  Using  RUN  will  wipe  out  all  the  data 
you  spent  so  much  time  saving  and  loading. 

ZX-81  BASIC  Special  Features 

Two  rather  nice  features  of  the  ZX-81's  BASIC  are 
exploited  in  this  program  to  aid  in  documentation 


and  in  ease  of  use.  These  are  (1)  its  acceptance  of 
long  variables  (with  all  characters  being  signifi- 
cant), and  (2)  its  acceptance  of  such  commands  as 
GOTO  MEMCHECK,  GOSUB  TRUNCATE,  etc. 

These  features  enable  a  programmer  to  write 
a  well-documented  program  with  fewer  REM 
statements  than  would  otherwise  be  needed,  since 
lines  like  467  GOTO  MEMCHECK  are  reasonably 
self-documenting.  They  also  make  possible  the 
use,  mentioned  above,  of  GOTO  START  to  start  a 
program  without  losing  data  or,  when  CONT 
doesn't  work,  to  get  back  into  a  stopped  program 
at  the  right  place  and  without  losing  data. 

Finally,  these  special  features  enable  the 
programmer  during  debugging  to  use  such  com- 
mands as  LIST  GET  or  LIST  ASK  to  list  sections  of 
the  program  where  problems  are  suspected.  All 
this  c^n  be  quite  hanciv  for  those  whose  memory 
for  numbers  leaves  something  to  be  desired.  Just 
be  sure  that  the  first  thing  your  program  does  is 
define  the  relevant  variables,  and  you're  in 
business. 


Note:  Underlined  characters  should  be  entered  in  inverse 
video. 

10  PRINT  "IF  YOU  HAVE  USED  RUN,  ALL  BUT  S 

TARTER  DATA  HAVE  BEEN  LOST." 
20  PRINT 
30  PRINT  "PRESS  BREAK ,  RELOAD,  AND  USE  GO 

TO  START  IF  YOU  WANT  TO  USE  OLD  D 

ATA .  " 
40  PRINT 
50  PRINT  AT  10,0; "IF  YOU  ENTER  AN  ANIMAL  ~ 

OR  A  QUESTION  INCORRECTLY," 
60  PRINT  "YOU  CAN  CORRECT  YOUR  MISTAKE  BY 

ENTERING  ""s""  IMMEDIATELY." 
70  PRINT  "YOU  WILL  THEN  BE  GIVEN  A  CHANCE 

TO  MAKE  A  NEW  ENTRY." 
80  PRINT  AT  21,0; "PRESS  n/L  TO  START." 
85  PAUSE  3E4 
90  FAST 

100  REM  *GUESS  THAT  ANIMAL* 
110  REM 

170  REM  **READ  STARTER  DATA** 
180  GOSUB  900 
2  40  REM  **  START  GAME  ** 
2  50  CLS 
260  PRINT  "THINK  OF  AN  ANIMAL,  AND  I  WILL  ' 

TRY  TO  GUESS  IT. " 
280  PRINT  AT  21,  0;  "PRESS  N/L  WHEN  READY. 

290  PAUSE  3E4 

MovWS3     COMPUn!     143 


295 
300 

310 
320 
322 
324 
328 
330 
333 
337 
3  40 
341 
342 
344 
350 
352 
354 
360 
362 
365 
440 
450 
460 
465 
467 
470 
475 
480 
482 

483 
485 
490 
495 
497 

500 

520 
521 
523 

525 

527 
530 

532 

533 
535 
540 

550 
560 
565 

567 
570 

575 
580 
600 
610 

625 
650 
655 
660 
665 
670 
675 


CLS 

REM  **  SET  UP  ANSWER  STRING  AND  POINTE 

R  ** 

LET  C?="" 

FOR  Z=l  TO  NS 

GOSUB  ASK 

NEXT  Z 

REM  SEARCH  FOR  MATCH 

LET  K=LEN  C$ 

FOR  1=  NS+1  TO  N 

IF  TS(I,  TO  K)  =C?  THEN  GOTO  350 

NEXT  I 

REM  NO  MATCH  FOUND 

GOTO  450 

REM  MATCH  FOUND 

LET  Z=I 

LET  I=N 

NEXT  I 

GOSUB  ASK 

GOTO  3  30 

REM 

REM 

REM  *GUESSED  IT  OR  GIVE  UP* 

IF  A$="Y"  THEN  PRINT  G? 

IF  A5="Y"  THEN  GOTO  700 

GOTO  MEMCHECK 

PRINT  "I  GIVE  UP,  WHAT  IS  IT?" 

INPUT  M$ 

IF  M$  =""  THEN  GOTO  475 

IF  LEN  M$>=35  THEN  PRINT  "TOO  LONG.  MO 

PI FY  NAME" 

IF  LEN  M$>=35  THEN  GOTO  475 

PRINT  "  ";M5 

PRINT 

LET  H$=Q5(Z) (7  TO  ) 

GOSUB  CLEAR  SCREEN 

PRINT  "WHAT  WOULD  BE  A  GOOD  QUESTION  T 

0  TELL  THAT  FROM  ";  H$ 

INPUT  N$ 

IF  N$="S"  THEN  GOTO  5010 

IF  N$=""  THEN  GOTO  520 

IF  LEN  N$>45  THEN  PRINT  "QUESTION  IS.  _T 

00  LONG.  TRY  ANOTHER" 

IF  LEN  N$>45  THEN  GOTO  520 

IF  N$(LEN  N?)<  >  "?"  THEN  LET  N?=N$+"? 

II 

GOSUB  CLEAR  SCREEN 

PRINT  N? 

PRINT 

PRINT  "WHAT  WOULD  BE  THE  ANSWER  FOR  "; 

M$;"?";"  "; 
GOSUB  GET 
LET  R5=INKEY$ 

IF  R$<  >"S"  AND  R?<  >  "Y"  AND  R?  <  >  " 
N"  THEN  GOTO  5  50 
IF  R?="S"  THEN  GOTO  5040 

PRINT  ("YES"  AND  R$="Y" )+( "NO"  AND  R?= 
"N") 

PAUSE  60 
PRINT 
REM 
REM  * 
STION 

LET  Q$(Z)=N? 

REM  *  ADD  OLD  AND  NEW  FINAL  GUESSES 
LET  X$=T$(Z) 
GOSUB  TRUNCATE 
LET  T5(N+1)=T?(Z,  TO  K)+"Y" 
LET  T5(n+2)=T$(Z,  to  K)+"N" 
LET  q5(N  +  1)  =  "IS  IT  "+(m5  AljJD  R? 
H?  AND  R$="N")+"?" 


REPLACE  FINAL  GUESS  WITH  NEW  QUE 
* 


680 

690 
695 
700 
710 
740 
750 
760 
800 
810 
820 
830 

840 
850 
860 
870 
900 

905 

910 
920 
930 

940 
950 

960 

970 

980 

1010 

1020 

1030 

1040 

1050 

1060 

1070 

1080 

1090 

1100 

1110 

1120 

1130 

1140 

1150 

1160 

1170 

1180 

1190 

1200 

1210 

1220 

1230 

1240 

1250 

1280 

1290 

1295 

1349 

1350 

1360 

1370 

1410 

1420 

1430 

1440 

1450 


"+(m$  and  R$="N" )+( 


LET  Q$(N+2)="IS  IT 

H?  AND  R$="Y")+"?" 

LET  N=N+2 

GOSUB  CLEAR  SCREEN 

PRINT  "WOULD  YOU  LIKE  TO  TRY  AGAIN?" 

GOSUB  GET 

LET  A$=INKEY5 

IF  A$="Y"  THEN  GOTO  250 

IF  A?<  >"N"  THEN  GOTO  710 

CLS 

PRINT  "READY  TAPE  RECORDER  FOR  SAVE. " 

PRINT 

PRINT  "PRESS  PLAY  AND  RECORD,  AND  THEN 

N/L  TO  SAVE  PROGRAM  AND  DATA." 
PAUSE  4E4 

SAVE  "GUESS  THAT  ANIMAL" 
CLS 

GOTO  240 

REM  **  INITIALIZE  VARIABLES  WITH  START 
ER  DATA  ** 
CLEAR 


DIM  T$(101,20) 
DIM  Q$(101,45) 
LET  START=240 
ASK=1350 
TRUNCATE=1510 
CLEAR  SCREEN=2000 
MEMCHECK=2510 
GET=3010 
N=ll 
NS=3 

T$(1)="S" 
T$(2)="S" 
T$(3)="S" 
T$(4)="NNN" 
T5(5)="NNY" 
T$(6)="NYN" 
T5(7)="NYY" 
T$C8)="YNN" 
T5(9)="YNY" 


LET 

LET 

LET 

LET 

LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 
LET 


T?(10)="YYN" 


'YYY" 

'DOES  IT  HAVE  FOUR 
'IS  IT  DOMESTIC?" 
'DOES  IT  EAT  MEAT?" 
'IS  IT  A  WORM?" 

AN  EAGLE?" 

A  CHICKEN?" 

A  MAN?" 

AN  ELEPHANT? 

A  WOLF?" 
A  COW?" 


FEET?' 


'IS 
'IS 
'IS 
'IS 
'IS 
IS 


IT 
IT 
IT 
IT 
IT 
IT 


T{11)=' 

Q?(l)  = 

Q?(2)=' 

Q5C3)  = 

Q?(4)=- 

Q?(5)=' 

Q?(6)=' 

Q?(7)  = 

Q$(8)  = 
LET  Q$(9)  = 
LET  Q$(10)=' 
LET  Q$(11)="IS  IT  A  DOG?" 
LET  GS="GOOD,  I  GUESSED  IT." 
RETURN 
REM 
REM 

REM  PRINTS  QUESTIONS  AND  GETS  ANSWERS 
GOSUB  CLEAR  SCREEN 
PRINT  Q5(z) ; "  "? 
GOSUB  GET 
LET  A$=INKEY$ 
IF  A$="Y"  OR  A5="N"  THEN  GOTO  1440 


Y")+( 


GOTO  13  70 
LET  C$=C5+A$ 
PRINT  (  "YES" 
"N") 

1460  RETURN 

1470  REM 

1480  REM 

1500  REM  TRUNCATE 


AND  A?="Y")+("NO"  AND  A9= 


(FINDS  LAST  NONSPACE) 


1Ji     COMPUTE!     MOV1963 


1510  FOR  K=l  TO  LEN  X$ 

1520  IF  X$(K)="  "  THEN  GOTO  1540 

1530  NEXT  K 

1540  LET  K=K-1 

15  50  RETURN 

1999  REM  CLEAR  SCREEN  WHEN  FULL 

2000  IF  PEEK  16442<=5  THEN  CLS 
2010  RETURN 

2020  REM 

2  500  REM  MEMCHECK 

2510  GOSUB  CLEAR  SCREEN 

2520  IF  N<=99  THEN  GOTO  470 

2530  CLS 

2  540  PRINT  "NO  ROOM  FOR  NEW  ANIMALS." 

2550  PRINT  AT  5,10;  "MENU" 

2  560  PRINT  AT  10,  0;  "1.  ERASE  CURRENT  ANI 

MALS  AND  START  OVER." 
2570  PRINT  "2.  CONTINUE  PLAYING  WITH  CURRE 

NT  FILE." 
2580  PRINT  "3.  SAVE  CURRENT  FILE." 
2590  PRINT  "4.  FINISH." 

2600  PRINT  AT  21,0;  "ENTER  OPTION  NUMBER." 
2610  LET  A?=INKEY? 
2630  IF  A5="l"  THEN  GOTO  180 
2640  IF  A$="2"  THEN  GOTO  START 
2650  IF  A$="3"  THEN  GOTO  800 
2660  IF  A$="4"  THEN  STOP 
2670  GOTO  2610 

3000  REM  WAIT  TO  GET  SINGLE  CHARACTER  FROM 
KEYBOARD 

3  010  SLOW 

3020  IF  INKEY$<  > 

3030  IF  INKEY?  = 

3040  FAST 

3050  RETURN 

3060  REM 

3  070  REM 

5000  REM  CORRECTIONS 

5010  CLS 

5015  PRINT  "ENTER  NEW  ANIMAL." 

5020  INPUT  M$ 

5030  GOTO  482 

5  040  CLS 

5042  PRINT  "ENTER  NEW  QUESTION 

5045  FAST 

5050  INPUT  N$ 

5060  GOTO  525 


THEN  GOTO  3020 
THEN  GOTO  3030 


COMPUTE! 

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San  Li;i%  Ofeipo  CA^.!4<i; 

In  Col  talHSOill  5^3.5,115  0, 

:8n5i54;M(i:j7 


An  Intriguing 

New  Release  from 
COMPUTE!  Books: 

Every  Kid's 

First  Book 

Of  Robots 

And  Computers 

By  David  Thornburg 

From  the  author's  preface: 
"Tills  book  allows  children  to  develop 
skills  in  computer  programming  and 
geometry  through  the  use  of  a  com- 
monly available  toy  -  the  Big  Irak '" 
robot  vehicle.  Programming  is  intro- 
duced as  the  commuriication  tool 
through  which  the  child  conveys 
instructions  to  the  machine.  Once 
the  machine's  language  limita- 
tions are  understood,  it  can  be 
made  to  follow  any  procedure 
which  has  been  entered  by 
the  user. 

"Our  use  of  turtle  commands 
as  the  programming  language  ' 
mirrors  the  process- based 
descriptions  commonly  used  by 
children.  For  example,  a  child  is  likely  to 
describe  a  nearby  location,  such  as  a  friend's  house,  by  a 
procedure  |Go  two  blocks,  turn  right,  go  another  block,  turn 
left,...).  Because  turtle  geometry  has  been  incorporated  as 
the  graphics  environment  in  several  computer  languages 
available  for  the  popular  desk-top  computers,  these  pro- 
gramming ideas  can  continue  to  be  used  as  the  child  learns 
to  operate  other  computers. " 

In  Every  Kid's  First  Book  Of  Robots  And  Computers,  author 
David  Thornburg  conveys  a  uniguely  exciting  learning 
experience  for  children,  parents,  and  teachers.  The  book 
uses  Big  Irak,  PILOT/LOGO  type  languages,  and  Turtle 
Tiles'"  to  explore  the  concepts  and  techniques  of  robot/ 
computer  programming.  Turtle  Tiles,  inclutied  with  every 
book,  are  designed  to  provide  hands-on  programming 
experience  to  children  without  access  to  a  Big  Irak  or  a 
personal  computer.  Additionally,  the  Tiles  can  be  used  in 
conjunction  with  either  of  these  items  to  share  and  reinforce 
the  exercises  in  the  book. 

Ask  for 

Every  Kid's  First  Book  Of  Robots  And  Computers 

at  your  computer  retailer,  local  bookstore. 

or  order  directly  from: 

COMPUTE!  Books 
P.O.  Box  5406 
Greensboro,  NC 
27403 

54,95  plus  SI. 00  shipping  and  handling. 

ISBN  0-942386-05- 1 .  Perfect  bound.  96  pages  plus  Turtle 

Tiles'".  Fully  illustrated. 

Dealer  and  educator  quantity  discounts  are  available. 

Big  TMk  15  3  [rsdemark  of  the  Mrlion  BiMley  Company, 

Turtle  Tiles  are  rf  trademark  of  David  D.  Thbrnburg  and  Innovision,  Ire 


For  Fastest  Service, 
Caff  Toll  Free 
800-334-0868 

In  NC  91 9-275-9809 


VIC  Kaleidoscope 


Alon  W  Poole 


T)y  VIC  Kaleidoscope.  You'll  fiud  the  colors  and  Diii^ic 
iiiesiiicriziiis^.  And  i/oii  cnii  freeze  the  di^pliu/  mid  turn 
the  found  offns  \foii  please.  Foniin/  size  VIC. 


This  program  produces  an  endless  display  of  col- 
orful patterns,  along  with  "music"  related  to  the 
pattern  being  drawn.  If  you  see  a  design  that  is 
especiallv  pleasing,  press  the  space  bar  to  freeze 
the  picture.  Press  the  space  bar  again  to  restart 
the  kaleidoscope.  Press  the  S  key  to  turn  the  sound 
on  or  off. 

Variables 

A:  Used  in  the  MOD  function  and  used  as  the 
address  to  plot  a  square 

B:  Used  in  the  MOD  function 

C:  Color  number 

CC:  Color  number  for  border 

I,  J:  Loop  counters 

K$:  Key  pressed 

N:  Number  of  function  being  used  to  calculate 

coordinates  of  points 

R:  Random  number 

S:  Kaleidoscope  stopped  flag.  1  =  kaleidoscope 

going,  0=  kaleidoscope  stopped 

SI:  Speaker  adciress 

SA:  Screen  memory  starting  address 

SO:  Sound  flag.  1  =  sound  on,  0  =  sound  off 

X,  Y:  Position  to  plot  a  square 

20  GOSUB5000 
9  7  REM 

98  REM  ***  MAIN  LOOP  *** 

99  REM 

100  FORI=0TO999999 
110  FORJ=0TOI0 

120  ONNGOSU 8500,5  50,600, 6 5 0,700,  7 50 

129  REM  PLOT  POINTS 

1 30  A=SA+22  *Y+X : POKEA, 160 : POKEA+30720 , C 
140  A=SA+22*( 2 1-Y)+X: POKEA, 160: POKEA+30720 

,C 
150  A=SA+22*Y+21-X: POKEA, 160: POKEA+307  20, C 
160  A=SA+22*(21-Y)+21-X: POKEA, 160 :POKEA+30 

7  20,C 
170  A=SA+2  2*X+Y: POKEA, 160 ; POKEA+30720 , C 
180  A=SA+22*X+21-Y:P0KEA,  160  •.POKEA+30720,  C 
190  A=SA+22*( 2 1-X)+Y: POKEA, 160: POKEA+30720 

,C 
200  A=SA+22*(21-X)+21-Y:POKEA, 160:POKEA+30 

720, C 

146     COMPUTE!     Mav  W63 


205  GETK$:IFK$="S"THENSD=1-SD:IFSD=0THENPO 

KEV,0 
210  IFSD=0THEN230 

2  20  POKES! , 1 28+ ( X+Y ) *2 . 8 : POKEV ,  1 5 
230  IFK?="  "THENS=1-S 
235  IFS=0THENPOKEV,0:GETK$tGOTO230 

239  REM  RANDOMLY  CHANGE  COLOR,  FUNCTION,  A 
ND  BORDER 

240  IFRNDd)  <.1THENC=INT(RND(1)*8) 

2  70  IFRRDd)  <.07THENN=INTCRND(1)*6  +  1) 
275  IFRND(I) <.065THENGOSUB1000 
280  NEXT: NEXT: END 

497  REM 

498  REM  ***  FUNCTIONS  TO  CALCULATE  POINTS  " 
*  ** 

499  REM 

5  00  B=15:X=FNMOD(ABS(l-SGN{j-6)*(j+2) ) ) 

510  B=21;Y=FNMOD(j*J+2*J+7) 

5  20  RETURN 

550  B=18:X=FHM0D(I*J) 

560  B=12:Y=FNM0D(ABS(ABS(I-ABS(2*I-2*J) ) ) ) 

5  70  RETURN 

600  B=20:X=FNMODCI) 
610  B=20:Y=FNMOD(j) 

6  20  RETURN 

6  50  B=12:X=FNM0D(ABS(Y-J) ) 

660  B=20tY=FNMOD(ABS(2*J-ABS(l-ABS(2*I-J) ) 
)+RND(I)*3) 

6  70  RETURN 

700  B=16:X=FNMOD(ABS(I-SGN{J-10)*J) ) 
710  B=21 :Y=FNM0D{I*J) 

7  20  RETURN 

7  50  B=22:X=FNMOD(ABS(3*J-ABS(2*I-ABSC2*I-J 

)))) 
7  60  B=  2 2 : Y=FNMOD ( ABS ( 2  * J-ABS ( 2  *X-ABS ( 2 *X-J 

)))) 
7  70  RETURN 

997  REM 

998  REM  ***  CHANGE  BORDER  COLOR  *** 

999  REM 

1000  CC=INT(RND(1)*7) 

1010  POKE36879, PEEK ( 36879 )AND2480RCC 

1020  POKE646,CC 

1029  REM  CHANGE  2 3RD  ROW  TO  MATCH  BORDER 

1030  PRINT" [home! {22  DOWN)"; 
1040  PRINT" (rev) 

1045  POKESA+505 , 160 : POKESA+31225 , CC 

10  50  RETURN 

4997  REM 

4998  REM  ***  INITIALIZATION  *** 

4999  REM 

5000  PRINT" (hOMeI (clear) " : POKE36879 , 8 
5010  PRINTTAB(5) " { RED}k(CYN} A{PUr3l (GRN)e ( 

blu)i{yel}d{wht)oIredJsIcyn)c[pur}o{g 
rn}p{blu}e*' 

5020  PRINT:PRINT:PRINT" [GRNIpRESS  SPACE 

BAR  TO  FREEZE  KALEIDOSCOPE" 
5025  PRINT:PRINT"PRESS  SPACE  BAR  AGAIN  TO 
CONTINUE" 


UMI  Software  is  Making 
"Home"  Work  Fun 


V\brclcrQf  1 20        Werm  B 


BUT! 


UMI  gives  you  sophisticated  word 
processing  software  complete  in 
one  package!  Wordcraft  20©,  with 
a  tutorial  tape,  contains  8K  RAM,  a 
unique  automatic  mail  list  feature, 
and  everything  else  you'll  need  to 
create  picture-perfect  documents. 
This  fully  featured  system  lets  you 
change  a  character,  a  word,  an  entire 
block  of  text;  and  sends  encoded 
electronic  mail.  With  4-direction 
scrolling,  you  see  it  before  you  print; 
and  it's  compatible  with  any  printer. 
With  Wordcraft  20©,  you'll  never  be 
at  a  loss  for  words  again. 


A  sophisticated  communications  pro- 
gram that  links  you  and  your  VIC^"  to 
the  world  of  information,  VITERM  B  is 
compatible  with  virtually  any  modem. 
Your  access  to  information  banks  and 
services  over  the  telephone  system  is 
astonishing.  At  your  fingertips,  you'll 
have  DPI  news  and  features,  informa- 
tion encyclopedias,  discount  buying 
services,  the  stock  market  and  educa- 
tional programs.  And,  VITERM  B 
accesses  CompuSeive,  THE  SOURCE, 
and  other  similar  computer  services. 
You'll  be  able  to  send  and  receive 
personal  electronic  mail,  set  up  per- 
sonal finance  programs,  make  travel 
reservations  —  all  at  electronic  speed. 
The  world  is  yours  at  the  touch  of  a 
key  with  UMI's  VITERM  B, 


Improve  your  BASIC  program  with 
UMI's  BUTI  treatment.  Adding  17  new 
commands  to  the  BASIC  language  in 
your  computer,  BUTI  formats  the  VIC" 
to  imitate  8K,  3K,  or  minimum  mem- 
or>'  configurations.  BASIC  program 
errors  will  stop  program  execution, 
list  and  mark  the  line  of  BASIC  where 
the  error  occurred.  Other  features  are 
single-step  execution,  renumbering, 
block  search  &  replace,  block  line 
delete,  tape  append,  and  BASIC 
variable  dump. 

Simple . , .  quick . . .  and  on  command. 
That's  the  BUTI  treatment  for  your  VIC". 


VICEPS  —  Connects  Epson  MXl  00  or  MX80  to  your  V1C20"'  •  Prints 
iiigh-resoiution  graphics  and  character  sets  using  Epson 
Graftrax  •  Does  formatted  BASIC  program  listings 


VI-CALC  — 10  memory  registers  and  4  stacked  data  •  Registers  al- 
ways visible  •  Math  function  results  visible  at  a  single  keystroke 


VI-DATA  —  Powerful  data  base  program  on  cassette  or  disk  •  User- 
defined  screen  format  •  Print  screen  format  •  Format  print 
output  •  Alphanumeric  sort 


VI-CHECK  —  Manages  checkbook  •  Lists  accounts  •  Makes  de- 
posits •  Keeps  balance  current  •  Lists  transactions  •  Catches 
duplicate  entries  •  Features  calculator  mode 


FORTH  20 

Structure  of  PASCAL  or  COMAL: 

•  Speed  of  machine  code  —  lOtimes  fasterthan  BASIC  •  Inter- 
active; both  a  compiler  and  an  interpreter  •  Transportable  — 
based  on  FORTH  79-Standard  •  A  language  you  tailor  to  your 
application  by  adding  new  commands  •  Comes  complete 
with  an  extensive  instuction  manual  and  examples. 


United  Microware  Industries,  Inc. 
3503-C  Temple  Avenue 
Pomona,  CA  91768  (714)  594-1351 

\AC  &  V1C20  are  uademstH  of  Commodore,  inc  WQfacf^lH  20  is 
copyrighied  by  P  L  IDov«on  CompuSen*  is  a  regtsrered 
iracJemafkofHR  Block  THE  SOURCE  15  ^  fegi5:ered  iratJemark 
of  Source  Telecomputing  CojporaiKjn 


5030  PRINT:PRINT"PRESS  S  TO  TURN  OFF    SOUN 

D" 
5035    PRINT:PRINT"PRESS    S    AGAIN    TO    TURN    SOUN 

D  BACK  ON" 
5040  PRINT" [04  down}" 

5050  PRINT" (WHT}PRESS  RETURN  TO  BEGIN"; 
5  060  GETKS:R=RtJD(l)  :  IFK?  <>CHR$  ( 13  )THEN5060 
5070  R=RNDCR*1000) 
5080  SD=1:S=1:N=INT{RND(1)*5+1) :C=INT(RND(1 

)*7+l) 
5090  PRINT" [clear! " 
5100  SA=4* ( PEEK ( 36866 )and1 28) +64* (PEEK (3686 

9)AND112) 
5110  S1=36876:V=36878 
5120  DEFFNM0D(a)=INT( (a/B-INT(a/B) ) *B+.05)* 

sgn(a/b) 

5130    RETURN  © 


171P 


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VICLC  Choplifter 31.50 

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VIHFT  Household  Finance 21.00 

UMI  1619  Alien  Blitz 27  00 

UMI  6634  Kosmic  Kamikaze 17  00 

UMI  6803  Skymath 1 1  00 

HES  G202  Maze  of  Mikor 1 2.00 

HES  C303Turtle  Graphics 25.00 

HES  C304  Hes  Writer 25.00 

Call  us  for  information  on  new  064  software. 

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CB/3  Three  Slot  Expansion  Interface 26.00    " 

CE/1  Cassette  Interface 29.00 

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Five  print  types  available:  100  character  keyboard  (46  keys)  with  ' 
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148    COMPUIE!    May«83 


FIVE  POWERFUL  SOFTWARE 
DEVELOPMENT  TOOLS 

P/us  Zhc  Smtlng  J^ew  Book 

INSIDE  THE  VIC 

My:  Don  Jrmch 

THE  BOOK  THE  TOOLS 


■  Written  for  both  beginners  and 
professionals. 


■  Clear,  complete  explanation  of  the 
internal  workings  of  the  VIC. 


■  Machine  language  explained  so  you 
can  understand  it. 


Hexadecimal  and  binary  made  clear. 


■  How  to  do  fast-action  graphics,  pro- 
gram for  joysticks,  game  paddles  and 
sound  effects. 


■  Complete  list  of  the  internal  VIC 
operating  programs  and  how  to  use  them 
in  your  own  programs. 


■  Auto-start  cartridges  and  how  to 
make  your  own. 


■  Step-by-step  guide  to  the  use  of  the 
development  tools. 


Sample  programs  fully  explained. 


DECODER  -  Turns  machine  language  pro- 
grams (like  game  cartridges,  utility  car- 
tridges or  even  the  VIC'S  own  operating 
programs]  into  an  English-like  language 
(Assembly)  you  can  understand.  Produces 
listings  to  screen,  printer  and  cassette. 
Programs  produced  can  be  improved, 
customized  or  studied  to  see  how  they 
were  written. 

EDITOR  -  Used  to  create  or  modify 
assembly  language  programs,  accepts  the 
output  from  the  decoder  as  input. 
Enables  you  to  make,  save  and  update 
Assembly  language  programs. 

ASSEMBLER  -  Converts  Assembly 
language  back  into  machine  language. 
Lets  you  use  labels  and  complex  address 
expressions  in  your  programs.  Saves  the 
machine  language  output  on  tape. 
Described  by  Jim  Butterfield  of  COMPUTE 
magazine  as  "a  remarkable  feat".  Given 
a  four-star  review  by  Gregory  Yob  of 
Creative  Computing.  Called  "elegant"  by 
Jim  Strasma  of  Midnite  Software 
Gazette/The  Paper. 

LOADER  -  Loads  the  programs  created 
and  saved  with  the  other  tools.  Also  lets 
you  save  machine  language  programs 
onto  tape  so  they  may  be  loadable  with 
usual  "LOAD"  command. 

MOrJITOf?  -  Lets  you  single-step  through 
your  program  one  instruction  at  a  time, 
displaying  all  the  registers  and  status 
bits.  Memory  display  and  modify  made 
easy.  Bypass  any  instruction  with  ease. 


ALL   FOR   $49«95  plus  $a.eo  postaoi  and  handlin» 

Standard  version  runs  on  any  system  with  Datasette  (5K  and  up) 

Add  »5.00  for  disk  vsrtton,  $5.00  for  extended  features  (minimum  BK) 
Send  check,  M.O.,  VISA/MC  ($2.00  S.C.)  or  specify  C.O.D.  (add  $3.00)  to: 


%^ 


P.O.  Box  207,  Cannon  Falls,  MN   55009 
507-263-4821 

VIC-20  Is  a  registered  TM  of 
Commodore  Business  Machines  Inc. 


Instant 
Commodore  64  Art 


Bob  Urso 


Both  of  thct^c  CoiiiDiodorc  64  i^mpltic:;  piviiranis  -  one 
random,  the  other  user-controlled  -  create  inipresshv, 
handsome  designs. 


Anyone  seeing  your  64  while  vou'ro  running  one 
of  these  two  programs  might  think  that  vou've 
just  looted  the  Museum  of  Modern  Art.  Each  pro- 
gram lets  you  create  colorful  and  expressive 
graphics  on  your  Commodore  64. 

Program  1  is  a  totally  random  graphics 
routine.  Color,  direction,  and  symbol  selection 
are  done  in  lines  30-89.  POKEing  in  the  symbol 
and  updating  its  position  for  the  next  cycle  are 
handled  bv  line  90.  Lines  95  and  96  limit  the  design 
to  the  screen  area. 

The  time  (line  11)  is  set  at  1000  to  clear  the 
screen  after  it  fills  up  a  bit.  You  can  increase  T  to 
let  your  design  become  more  complicated;  or  you 
can  eliminate  lines  11  and  99-120,  and  the  graphics 
will  fill  vour  screen  until  the  next  power  outage. 

The  second  program  is  called  "Sketch-0";  it 
lets  you  do  the  designing.  You  can  change  the 
colors  by  pressing  the  color  keys  without  having 
to  press  CONTROL.  The  symbol  select  keys  are 
grouped  to  the  left  so  that  they  do  not  interfere 
with  vour  direction  selection  keys. 

You  can  move  in  eight  directions,  allowing 
for  diagonal,  as  well  as  horizontal  and  vertical, 
lines.  Once  vou  press  a  direction  key,  the  design 
will  continue  to  print  in  that  direction  until  it 
reaches  the  edge  of  the  screen,  or  until  you  press 
any  of  the  other  kevs  to  stop  it. 

It's  doubtful  that  you'll  ever  make  a 
Rembrandt  jealous,  but  you  should  be  more  than 
rewarded  for  the  short  time  it  takes  to  type  these 
programs. 

Program  1:  Random  Graphics  Routine 

10  REM  RANDOM   DOODLE 

11  T=1000 

15  PRINT" [clear! " 

17  POKE53280,0:POKE53281,0 

20  P=1024+INT(RND{l)*999)+l:G=P+54272 

ISO     COMPtTTf !     Ma,  1983 


30  Z=INT{5*RND{1))+1 

40  IFZ=1THENS=81 

41  IFZ=2THENS=64 

42  IFZ=3THENS=84 

43  IPZ=4THENS=102 

44  IFZ=5THENS=160 

45  K=INT(a*RND(l) )+l 

50  IFK=1THENC=9 

51  IFK=2THENC=1 
5  2  IFK=3THENG=2 
5  3  IPK=4THENC=3 

54  IFK=5THENC=4 

55  IFK=6THENC=5 

56  IFK=7THENC=6 
5  7  IFK=8THENG=7 

80  D=INT(8*RND(1) )+l 

81  IFD=lTHENR=-39 

82  IFD=2THENR=-40         9 

83  IFD=3THENR=-41 

84  IFD=4THENR=-1 

85  IFD=5THENR=1 
36  IFD=6THENR=39 
87  IFD=7THENR=40 
BB  IFD=8THENR=41 

89  M=INT(40*RND(1) )+l 

90  F0RZ=1T0M: POKEP , S : POKEG , C ; P=P+R 

95  IFP<=1024THENP=P-R 

96  IFP>=2023  THEN  P=P-R 

97  G=P+54272 

99  T=T-1 

100  IFT=0THENGOTO10 
110  PRINT"TIME"?T 
120  PRINT" {03  UpI " 
1101  NEXTZ 

1110  GOTO30 


Program  2:  sketcn-o 

10  REM  SKETCH-0 

20  P=1524:S=160;C=1 

90  POKE53280,0:POKE53281,0 

95  GOTO1000 

99  PRINT" {clear} " 

100  G=P+54272 

200  POKE  P,S  : POKEG, C 

300  GET  G5: IFA5<>G5ANDG$<> ""THENA5=G$ 

310  IFA5="I"THENP=P-40 

320  IFA$="U"THENP=P-41 

3  30  IFA5="0"THENP=P-39 

340  IFAS="J"THENP=P-1 


Four  smart  ways 

to  make  your  Atari  400/800, 

TRS-80  COLOR,VIC-20  and  Commodore  64 

much  more  inteHigent. 


Tfie  Cotor  Accountmt  pays 
for  itself.  This  complete  per- 
sonal financial  package  is 
designed  to  make  your  money 
easier  to  manage.  Included  are: 

I  Checkbook  Maintenance 

2.  Chart  of  Accounts 

3.  Check  Search 

4.  Income/Expense  Statement 

5.  Net  Worth  Statement 

6.  Color  Graph  Design  Package 

7.  Home  Budget  Analysis 

ft  Color  Payments  Calendar 
9.  Mailing  List 
10.  Decision  Maker 

This  unique  menu-driven  pack- 
age requires  less  than  one  hour 
data  input  per  month.  The  Color 
Accountant  has  over  60  pages 
of  documentation  inciuding 
examples  and  step-by-step 
instructions.  TRS-80  COLOR 
requires  Ext.  Basic  and  16K  for 
cassette,  32K  for  diskette;  Atari 
400/800  requires  24K  for  cas- 
sette. 32K  for  diskette;  VIC-20 
requires  16K  Expander.  Now 
available  for  Commodore  64. 

$74.%  cassette 
$79^  diskette 


The  Tax  Handler  makes 
April  15tli  just  another  day. 

This  is  the  perfect  complement 
to  our  Color  Accountant.  The  Tax 
Handler  will  help  prepare  your 
tax  returns  and  probably  save 
you  money.  Included  are: 

/.  Form  1040  (Long  Form)— filing 
status,  exemptions,  income, 
income  adjustments,  com- 
putation of  tax,  tax  credits 
and  payments  or  balance/ 
refund  due. 

2.  Schedule  A  (Itemized  Deduc- 
tionsl—medical  and  dental 
deductions,  taxes,  interest 
expenses,  contributions, 
casualty/theft  losses,  miscel- 
laneous deductions  and 
summary. 

3.  Schedule  G  (Income  Averag- 
ing)—base  period  income  and 
adjustments,  computation  of 
averageable  income  and 
computation  of  tax. 

Additional  schedules  or  altera- 
tions to  the  tax  codes  wilt  be 
available  separately  in  our 
monthly  magnetic  magazines. 
Atari  400/800  requires  24K  for 
cassette,  32K  for  diskette.  VIC-20 
requires  16K  Expander.  Now 
available  for  Commodore  64. 

$34S5  cassette; 
S39J5  diskette 


You'n  love  your  computer 
with  The  Magnetic  Maga- 
zine. Our  magnetic  magazines 
will  entertain,  inform,  educate, 
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Graphics  On 
The  Sinclair/Timex 


DereK  Stubbs 


I 


This  short  ^iiidc  to  the  ;^mphics  capabilities  of  Sinclair/ 
Timex  computers  dcnioustratcs  pattern  creation,  circles, 
conic  sections,  and  bar  ;^raphs.  To  show  how  graphics 
can  be  used  in  games,  tliere  is  "Asterbclt,"  lohich  will 
test  your  abilities  as  a  spaceship  pilot. 


One  great  advantage  ot'  a  computer  over  most 
calculators  is  that  a  computer  can  handle  letters 
as  well  as  numbers  and  can  give  a  graphic  output. 
You  possibly  bought  your  ZX/TS  hoping  to  pro- 
duce some  fabulous  graphics.  If  you  did,  you 
were  soon  disappointed  by  two  things:  the  manual 
says  little  about  graphics,  and  computer  magazines 
often  contain  programs  with  graphics  commands 
that  vou  cannot  use,  such  as  HPLOT,  SET,  RESET, 
DRAW,  and  XDRAW. 

Don't  bo  worried.  The  ZX/TS  has  lots  of 
graphics  capability.  My  favorite  is  the  unique 
graphic  symbol  facility.  It  can  print  a  million- 
million  different  patterns.  They  each  remind  you 
of  an  Indian  blanket,  or  an  urban  landscape,  or 
the  tiles  in  an  oriental  design.  Sometimes  a  striking 
3-D  pattern  emerges. 

Program  1  generates  a  random  string  of 
graphic  symbols  (lines  10-40)  and  then  prints  and 
reprints  them  until  the  screen  is  full  (lines  50-1 10). 
After  a  pause  of  four  seconds  (line  200),  a  new 
pattern  is  generated.  Experiment  by  reducing  the 
string-length  of  1 1  in  lines  10,  20,  and  60. 

Figures  And  Graphs 

To  many  people,  graphics  means  geometric  fig- 
ures. A  simple  program  (Program  2A)  will  draw  a 
circle  of  radius  R  and  center  X,Y.  The  speed  of 
plotting  and  the  interval  between  points  depend 
on  1.  You  should  experiment  with  values  of  R,  X, 
Y,  and  1  before  going  on  to  a  more  fascinating 
plot  (Program  2B).  Start  with  R  =  X  =  Y  =  13  and 
I  =  .2. 

Now  vou  will  see  how  Program  2B  -  which  I 
call  "Figures"- will  print  all  kinds  of  conic  sections 
(circles,  ellipses,  parabolas,  and  hyperbolas)  and 
all  kinds  of  lissajous  figures  (weaves,  pretzels, 
and  figures  of  eight).  The  interesting  thing  is  that 

15J    COMPUTI!    Mavwea  I 


Program  2B  is  only  one  line  longer  than  Program 
2A  -  yet  it  is  far  more  versatile. 

A  third  graphics  feature  that  has  many  uses 
is  a  simple  graphic  plot  of  data.  Program  3, 
"Graphs,"  will  plot  any  mathematical  function 
that  vou  input,  as  AS.  It  always  fits  on  the  screen 
because  you  define  the  limits,  XMIN  and  XMAX. 

If  you  need  to  plot  a  bar  graph.  Program  4 
will  be  adequate.  Typically,  such  a  graph  is  used 
to  plot  "time-data"  such  as  "sales  per  month"  or 
"bushels  of  corn  per  year."  Also  you  might  use  it 
for  "frequency"  data  like  "how  manv  people 
weighing  50-100  lbs.,  100-150  lbs.  and  so  on." 
Program  4  allows  you  to  plot  and  label  the  axes 
and  bars  so  that  vou  can  understand  how  to  mix 
the  PRINT  and  PLOT  commands  to  get  a  good 
screen.  Instead  of  printing  1  in  line  170,  you  can 
print  another  label  such  as  the  time  or  interval 
concerned;  call  it  C$  and  INPUT  it  at  line  135. 

The  ultimate  graphics  program  is  the  moving 
graphics  game.  You'll  have  fun  with  Asterbelt 
{Program  5).  You're  the  captain  of  a  spaceship 
denoted  by  an  asterisk  at  coordinates  X,  Y.  You 
can  drive  it  to  port  or  starboard  by  pressing  P  or 
S.  A  thousand  asteroids  appear  as  blobs  (sub- 
routine 1000).  If  you  collide  with  an  asteroid,  a 
flash  occurs  as  you  destroy  it  with  your  hyperspace 
shields;  and  you  move  on  through  the  exploded 
remnants  (subroutine  2000). 

You  can  make  it  harder  by  having  only  two 
squares  between  you  and  the  next  asteroid  to 
appear.  You  can  adapt  subroutine  2000  to  keep  a 
count  of  vour  collisions.  Warning:  in  the  non-play 
mode,  the  screen  clears  very  slowly. 

Program  1:  Random  symbols 

1  REM  ***A  MILLION-MILLION  PATTERNS 

10  DIM  Gdl) 

20  FOR  1=1  TO  11 

30  LET  g(I)=128+INT(RND*12) 

40  NEXT  I 

50  LET  C=0 

60  FOR  1=1  TO  11 

70  PRINT  CHR?  G(I) 

80  NEXT  I 

90  LET  C=C+1 


100  IF  C>60  THEN  GOTO  200 
110  GOTO  60 
200  PAUSE  240 
210  CLS 

2  20  GOTO  20 

Program  2A:  circle 

1  REM***CIRCLE*** 
10  INPUT  R 
20  INPUT  X 

3  0  INPUT  Y 
40  INPUT  I 
5  0  LET  T=0 

60  PLOT  X+R*COST,Y+R*SINT 
70  LET  T=T+1 
80  IF  T>2*PI  THEN  STOP 
90  GOTO  60 

Program  2B:  Figures 


1  REM 


*** 


FIGURES 


*** 


10  DIM  A(4) 

20  FOR  1=1  TO  4 

30  LET  A(i)=25*RND 

40  NEXT  I 

50  FOR  N=0  TO  100 

60  PLOT  A(1)-A(1)*COS(n/a(2) ),A(3)-A(3) 

*sin(n/a(4)) 

7  0  NEXT  N 
80  PAUSE  240 
90  CLS 
100  GOTO  10 


Program  3:  Graphs 


1  REM***GRAPHS*** 

10  INPUT  XMIN 

20  INPUT  XMAX 

30  INPUT  A? 

40  LET  X=XMIN 

50  LET  YMIN=VAL  A? 

60  LET  X=XMAX 

7  0  LET  YMAX=VAL  A$ 

80  IF  YMAX<YMIN  THEN  GOSUB  5000 

90  LET  XL=XMAX  -  XMIN 

100  LET  YL=YMAX  -  YMIN 

110  GOSUB  1000 

120  GOSUB  2000 

130  STOP 

1000  FOR  1=0  TO  63 

1010  PLOT  1,0 

1020  NEXT  I 

1030  FOR  1=0  TO  43 

1040  PLOT  0,1 

1050  NEXT  I 

1060  RETURN 

2000  FOR  X=XMIN  TO  XMAX  STEP  XL/63 

2  010  LET  Y=VAL  A? 

2020  PLOT  (X-XM1N)*63/xL, (y-YMIN)*43/YL 

2030  NEXT  X 

2040  RETURN 

5000  LET  U=YMIN 

5  010  LET  V=YMAX 

5  020  LET  YMAX=U 

5030  LET  YMIN=V 

5040  RETURN 

Program  4:  Bar  Graphs 

1    REM***BAR   GRAPHS*** 

10    PRINT    "NUMBER    OF    BARS     (<=20)?" 


.K 


"HEIGHT  OF  TALLEST  BAR?" 

HMAX 

"LABEL  ON  X-AXIS?" 

A? 

"LABEL  ON  Y-AXIS?" 

B$ 


B 


20  INPUT  B 

30  PRINT 

40  INPUT 

5  0  PRINT 

60  INPUT 

70  PRINT 

80  INPUT 

100  CLS 

110  GOSUB  1000 

120  FOR  1=1  TO 

130  INPUT  H 

140  FOR  J=2  TO  43*h/HMAX 

150  PLOT  {I*63/J},J 

160  NEXT  J 

170  PRINT  AT  21,31*I/B;I 

180  NEXT  I 

190  STOP 

1000  FOR  1=0  TO  63 

1010  PLOT  1,2 

1020  NEXT  I 

1030  PRINT  AT  21,(31-LEN  A?);A$ 

1040  FOR  1=2  TO  43 

10  50  PLOT  0,1 

1060  NEXT  I 

Program  5:  Asterbeit 

1  REM***ASTER-BELT*** 
10  DIM  A(1000) 
20  LET  X=9 
30  LET  Y=6 
40  GOSUB  1000 
50  LET  A(1)=J 
60  GOSUB  1000 
7  0  LET  A(2)=J 
80  FOR  N=4  TO  1000 
9  0  PRINT  AT  X<Y; "*" 
100  IF  Y=A(N-3)  THEN  GOSUB  2000 
110  GOSUB  1000 
120  LET  A(N)=J 
130  IF  INKEY$="P" 
140  IF  INKEY$="S" 
150  NEXT  N 

1000  LET  J=INT(30*RND) 
1010  PRINT  AT  12, J;"  " 
1020  SCROLL 
1030  RETURN 
2000  FAST 

2  010  FOR  M=l  TO  15 
2020  LET  R=3*RND 
2030  LET  T=2*PI*RND 

2040  PRINT  AT  X+R*COST , Y+R*SINT; " 
2050  NEXT  M 
2060  SLOW 
2070  RETURN 


THEN  LET  Y=Y-1 
THEN  LET  Y=y+1 


COMPUTE!  IS  looking 

for  good  articles, 

tutorials,  and  games 

for  the  Sinclair/Timex, 

Comnnodore  64,  and 

Color  Computer. 


May  1983     COMPVTE!     155 


MACHINE  LANGUAGE 


Jim  Butterfield,  Associate  Editor 


Parti 


NUMERIC  OUTPUT 


Outputting  strings  from  machine  Inngunge  is  no 
problem.  The  programmer  takes  the  characters 
from  memory  and  sends  them  out.  Numbers  need 
more  work:  the  binarv  values  must  be  changed 
to  ASCII  characters  which  must  be  sent  out  one  at 
a  time. 

An  adcied  complexity  is  format:  numbers 
often  need  to  be  carefully  formed  into  a  specific 
number  of  characters,  so  that  they  will  print  neatly 
in  columns.  Zero  suppression  is  often  ciesirable, 
so  that  a  number  such  as  00204  will  print  as  204. 
Some  of  these  jobs  are  fairly  straightforward 
mechanical  tasks;  the  hardest  part  is  often  the 
math  routine  which  is  needed  to  break  up  a  binary 
number  into  several  digits. 

Single  Digits 

Binary  values  of  zero  to  nine  are  easy.  All  we  need 
to  do  is  to  change  them  to  ASCII  before  sending 
them  out. 

We've  mentioned  before  that  ASCII  repre- 
sents the  character  zero,  for  example,  as  hexadec- 
imal 30,  decimal  48.  PRINT  CHR$(0)  will  not  print 
a  zero  character  -  indeed,  it  won't  print  anything 
-  so  that  we  must  do  the  job  with  PRINT  CHRS(48). 
So,  to  print  a  binary  zero,  we  must  change  it  to 
hex  30,  binarv  one  must  he  changed  to  hex  31, 
and  so  forth,  up  to  binary  9  changing  to  hex  39. 
Binary  10  is  a  different  matter:  we  must  make  two 
digits  out  of  it,  one  and  zero.  The  easiest  way  to 
convert  a  single  digit  is  with  an  ORA  command: 
ORA  #S30  will  insert  the  desired  high  bits. 

When  we  move  on  to  more  complex  numbers, 
we'll  need  to  remember  that  each  digit,  as  we 
generate  it,  must  be  converted  to  ASCII  before 
output. 

Let's  write  a  simple  program  to  print  several 
single  numeric  digits.  We'll  use  SFFD2  for  PRINT; 
this  will  work  on  all  PET'CBM  machines,  VIC, 
and  Commodore  64.  Our  coding  goes: 

LDX  #S00      (sMi-t.it/.ero) 
LOOP    TXA  (mnvenuiiiLx-rtoA) 

ORA  #S30      (convert  to  ASCII) 

JSR  $FFD2    (print  it) 
I  NX  (go  to  next  number) 

156     COMPUTf!     Mov1983 


CPX     #$0A     (less  than  ten?) 
BCC     LOOP    (ves,  print  it) 
RTS 

The  output  looks  like  a  large  number  -  the  digits 
are  printed  side  by  side  -  but,  in  fact,  it's  ten 
indepencient  digits. 

As  an  exercise,  let's  convert  the  above  pro- 
gram to  BASIC  POKES  and  run  it.  Our  BASIC 
equivalent  goes: 

100  DATA  162,  0,     138,     9,48 

no  DATA  32,210,255,     232,     224,10 

120  DATA  144,245,     % 

200  FOR  J  =  848  TO  861:READ  X 

210POKEJ,X:NEXTJ 

300  FOR  J  =  1  TO  10:SYS  848:NEXT  J 

The  first  three  lines  give  the  machine  language 
program  in  decimal.  The  individual  instructions 
have  been  separated  bv  spaces  to  make  them  more 
visible.  Lines  200  and  210  POKE  the  program  into 
the  cassette  area.  Finally,  line  300  invokes  the 
machine  language  program  ten  times;  you'll  get  a 
hundred  digits  printed. 

Hexadecimal  Output 

Hex  output,  like  input,  is  fairly  easy.  Hexadecimal 
might  be  viewed  as  a  compact  way  of  representing 
binary,  and  since  the  computer  has  binary,  the 
conversion  must  be  easy.  It  is.  All  we  need  to  do 
is  grab  four  bits  at  a  time.  Each  group  of  four  bits 
is  a  hex  digit  value,  which  can  be  converted  to 
ASCII  and  then  output.  For  example,  a  decimal 
value  of  223  (hex  El)  can  be  converted  this  way: 
take  the  high  four  bits,  bniary  1110,  and  convert 
and  print  as  a  hex  character.  That  works  out  to  a 
letter  E.  Now  take  the  low  four  bits,  binary  0001, 
and  do  the  same,  giving  us  the  digit  1.  We've 
printed  El,  the  hex  value. 

Let's  get  technical.  How  do  we  get  the  four 
high  bits?  Bv  giving  four  shift-right  instructions. 
The  bits  obligingly  move  over  to  the  low  order 
side,  and  zeros  are  left  in  the  vacated  space.  Later, 
how  do  we  get  the  four  low  bits?  By  taking  the 
original  value  and  performing  an  AND  #$0F, 
which  wipes  out  the  high  bits. 

When  the  four-bit  group  is  extracted,  how  do 


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we  change  to  ASCII?  If  the  foui-bit  value  is  zero 
to  nine,  we  can  use  the  simple  ORA  #$30  as  men- 
tioned before.  For  the  six  high  values,  ten  to  fifteen 
{A  to  F),  we  would  need  to  use  arithmetic,  usually 
the  ADC  command.  Of  course,  we  could  bypass 
the  whole  question  by  setting  up  a  table  of  digits 
and  looking  up  each  digit.  Most  programmers  go 
for  the  arithmetic. 

Multiple  bytes  are  no  problem  for  hex.  We 
just  convert  them  starting  at  the  high  order  end: 
eiach  byte  generates  two  hex  digits.  Let's  write  a 
program  to  convert  some  memory  bytes  into  hex 
and  display  them.  First,  a  subroutine  to  convert 
and  output  a  four-bit  value  in  the  A  register  as 
two  hex  digits: 


HEXDIG  CMP  #$0A 

BCC  SKIP 

ADC  #S06 

SKIP  ADC  #S30 

JMP  $FFD2 


(alphalx'tic  digit?) 
(no,  .skip  next  part) 
(add,se\t.'n) 
(convert  Ui  .ASCII) 
(printit) 


There  are  a  couple  of  curious  coding  quirks 
above.  We  need  to  add  seven  to  the  alphabetics: 
why  does  the  coding  sav  ADC  #$06?  Because  the 
carry  bit  is  set,  that's  whv.  Adding  six  plus  a  carry 
makes  a  total  increase  of  seven.  Another  oddity: 
the  subroutine  doesn't  return  with  RTS.  Instead, 
it  goes  to  another  subroutine;  when  the  other 
subroutine  (FFD2)  returns,  it  will  return  directly 
to  the  caller. 

Now  an  outer  subroutine.  This  one  breaks  a 
bvte  in  the  A  register  into  two  four-bit  numbers 
and  prints  the  two  digits.  It  uses  HEXDIG,  above: 

HEXOUT  PHA  (save  the  tnte) 

LSR  A 

LSR  A  (extract  tour..) 

LSR  A  (,.  high  hits) 

LSR  A 

JSR  HEXDIG  (prini  hex  char) 

PLA  (tiring  back  byte) 

.AND  #SOF  (extract  low  four) 

IMP  HEXDIG  (restore  ASCII) 

Again,  we  save  an  RTS  by  doing  a  JMP  direct  to  a 
subroutine. 

Now  we  can  do  the  main  job:  displaying  a 
number  of  memory  locations: 

JOB  LDX  #$00  (counter) 

JLOOP  LDA  SFFCO,X  (getabvle) 

JSR  HEXOUT  (printit) 

LDA  #$20  (space  char) 

JSR  SFFD2  (printit) 
INX 

CPX  #$0A  (ten  bytes  vet?) 

BCC  JLOOP  (no,  doanother) 

LDA  #SOD  (RETURN  char) 

JMP  SFFDl  (printit) 

We've  written  the  program  to  display  a  spe- 
cific range  of  addresses.  You  may  change  it  to 
display  what:  you  wish. 

The  four  LSR  instructions  may  be  considered 
the  equivalent  of  dividing  by  16.  That's  what  the 
15S  cOMruni   Movims 


word  "hexadecimal"  means,  of  course:  hex  for  six 
and  decimal  for  ten,  giving  a  total  of  16. 

Sneaky  Hex 

You  may  have  decided  that  hexadecimal  output  is 
quite  easy.  It  is,  compared  t<.)  decimal,  and  that 
gives  us  an  interesting  possibility. 

Could  we  write  hex  numbers  that  looked  like 
decimal  numbers?  In  other  words,  could  we  print 
decimal  22  by  somehow  converting  it  to  look  like 
hex  22,  and  then  printing  it?  It  sounds  complex: 
decimal  22  would  be  written  as  hex  16,  and  hex  22 
has  a  decimal  value  of  34.  Not  much  in  common 
there.  But  there's  a  gimmick. 

The  6502  processor  has  an  arithmetic  feature 
called  "decimal  mode."  When  we  invoke  it  (with 
the  SED,  Set  Decimal,  command),  decimal  arith- 
metic takes  place  using  numbers  that  look  like 
hex.  In  other  words,  the  decimal  value  of  22  is 
stored  as  hex  22.  The  proper  name  for  this  kind  of 
number  is  not  hexadecimal,  of  course.  This  num- 
bering system  is  called  'liinary  coded  decimal." 

We  can't  go  into  the  inner  mysteries  of  BCD 
at  this  time,  but  a  few  facts  can  be  noted.  Decimal 
mode  affects  only  the  ADC  (add  with  carr\)  ancf 
SBC  (subtract)  instructions;  all  other  instructions 
still  cieal  with  binary  numbers.  If  you're  going  to 
play  with  decimal  mode,  kill  the  interrupt  for  the 
moment;  your  interrupt  routines  may  not  be  able 
to  cope  with  "new  math."  And  rctnember  to  put 
everything  back  (clear  decimal  mode,  restore  the 
interrupt)  when  you've  finished  doing  the  task  at 
hand. 

Decimal  mode  arithmetic  is  great  for  things 
like  keeping  score  in  video  games.  The  .scores  can 
be  easily  translated  and  delivered  to  the  screen. 
But  decimal  mode  is  not  ioo  good  for  sent)us 
mathematics:  multiplication,  division,  square 
roots  and  such  become  much  harder  to  handle. 
For  most  applications,  stick  with  binary. 

We'll  be  talking  about  how  to  convert  binary 
numbers  hi  decimal  in  the  next  session.  © 


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160     CO«P0Ti!     May  1983 


PET/CBM  POP 


Michoel  W  Schoffer 


You  cn)i  avoid  stackiii^'^  up  too  many  siihroiitinc^  In/ 
iisiii;^  POP  to  anici'l  a  GOSLIB  (coDDiiaiui  that  semis 
coittmi  to  a  siibroiitinL'  at  a  given  Hue  nitniber  and  tlicn 
RETURNS  to  the  statement  after  GOSLIB).  A  pro- 
^:iraun)iin\i  tool  for  all  PET/CBM  computers. 


Atari  BASIC  cind  the  Microsoft  i^ASiC  Lised  on 
the  Apple  11  provide  a  rather  useful  command 
called  POP.  The  POP  command  removes  the  last 
GOSUB  from  the  slack,  so  that  a  RETURN  will 
return  the  program  to  the  second-to-last  GOSUB. 
For  example,  in  this  program: 

10  GOSUB100 

20  PRINT  "CONTROL  RETURNS  HERE." 

3  0  STOP 

100  GOSUB200 

110  PRINT"NOT  HERE." 

120  STOP 

200  POP 

210  PRINT  "GOING" 

2  20  RETURN 

the  RETURN  on  line  220  returns  the  program  to 
line  20  (not  1 10).  This  utility  can  be  very  useful, 
but  it  is  not  available  in  Commc>dore  BASIC.  Well, 
it  wasn't. 

Here  is  a  machine  language  utility  that 
executes  a  POP  on  all  PET/CBM  models.  The  code 
is  position  independent -in  other  words,  it  can 
be  moved  to  any  convenient  spot  in  memorv  with- 
out any  changes.  I  prefer  to  locate  the  code  at  the 
top  of  memory.  A  POKE  53,127:POKE  52,0:CLR 
(for  32K  systems)  will  prevent  BASIC  from  using 
this  space. 

Program  1  provides  the  machine  language 
routine  in  the  form  of  a  BASIC  loader.  The  pro- 
gram will  load  and  protect  the  POP  routine,  and 
then  indicate  the  proper  SYS  location  to  call  the 
routine.  Programs  2  and  3  provide  changes  for 
older  ROMs. 

A  GOSUB  in  BASIC  pushes  five  bytes  onto 
the  system  stack.  These  bytes  tell  BASIC  where  to 
start  running  when  the  RETURN  statement  is 
executed.  These  five  bytes  are  the  low  and  high 
bytes  of  the  CHRGET  pointer  (locations  119  and 
120  for  newer  ROMs,  221  and  222  for  Original 
ROMs)  and  the  current  line  number  (locations  54 
and  55  for  newer  ROMs,  136  and  137  for  Original 
ROMs),  and  the  token  for  GOSUB  (141).  To  per- 
form a  POP,  all  we  do  is  remove  these  five  bytes 


from  the  stack.  The  routine  uses  the  same  sub- 
routine that  BASIC  uses  (JSR  $B322  for  BASIC 
4.0,  JSR  SC2AA  for  Upgrade  BASIC,  JSR  $C2AC 
for  Original  BASIC)  to  search  the  stack  for  the 
GOSUB  token.  The  subroutine  loads  the  ac- 
cumulator with  the  token  found  at  the  top  of  the 
stack.  We  compare  it  to  141  to  see  if  we  have  lo- 
cated a  GOSUB.  If  a  GOSUB  is  not  found,  then  an 
error  is  returned.  The  error  message  sent  is  "? with- 
out gosub  error  in  xxxx".  Notice  that  the  standard 
BASIC  error  routine  is  used,  so  program  and 
variable  integrity  are  assured.  The  live  PLAs  simu- 
late the  action  of  a  RETURN  without  really  doing 
anything. 

This  utility  is  especially  useful  in  highly 
"modular"  programs.  An  error  handling  sub- 
routine can  easily  remove  "pending"  COSUBs 
from  the  stack  to  prevent  them  from  building  up 
(and  resulting  in  an  "?out  of  memory  error"). 

To  use  this  POP  in  the  preceding  program, 
change  the  POP  in  line  200  to  a  SYS  32512,  or 
whatever  SYS  location  the  loader  indicates  should 
be  used.  The  program  does  not  change  in  any 
other  way. 

Program  1:  basic  4.o  version 

10  POKE53,PEEK(53)-l tPOKE  52,0:CLR 

20  SADR=PEEK(52)+PEEK{53)*256 

3  0  FOR  ADDR=SADR  TO  SADR+22 

40  READ  DTTA:POKE  ADDR, DTTAiNEXT  ADDR 

50  PRINT"USE  SYS  ";SADR 

60  END 

70  DATA  169,255,133,71,32,34,179,201 

80  DATA  141,240,5,162,29,76,207,179 

90  DATA  154,104,104,104,104,104,96 

PrOQrom  2;  Make  These  Changes  For 
Upgrade  BASIC 

70    DATA    169,255,133,71,32,170,194,201 
80    DATA    141,240,5,162,29,76,87,195 

Program  3:  Make  These  Changes  For 
Original  BASIC 

70    DATA   169,255,133,71,32,172,194,201 

80   DATA   141,240,5,162,29,76,89,195  © 


COMPUTE! 

The  Resource 


May  1983     COMPUTE!     161 


Bootmaker 

For  VIC,  PET,  And  64 


M,  G,  Ryschkewitsch 


Here's  a  good,  short  boot  routine  that's  going  to  simplify 
your  programming  efforts.  This  general  technique  can 
be  applied  to  many  different  boots  (programs  that  load 
other  programs).  A  timesavcr  far  any  Conmwdorc 
computer. 


How  many  times  have  you  turned  on  your  com- 
puter and  wished  that  you  didn't  have  to  go 
through  the  tedium  of  loading  utility  programs  or 
remembering  where  to  PEEK,  POKE,  or  SYS  to 
link  them  in? 

I'd  like  to  describe  a  booting  system  which 
uses  the  "dynamic  keyboard"  technique  and  a 
modified  version  of  the  "Universal  Wedge." 

This  particular  boot  can  be  used  to  simplify 
setting  up  your  computer  for  the  graphing  utility 
which  follows,  but  the  general  technique  is  simple 
and  useful  for  a  wide  variety  of  boots.  A  similar 
technique  can  be  used,  for  example,  to  ask  a  user 
questions  in  order  to  initialize  a  printer  prior  to 
loading  a  word  processing  program.  If  your  PET 
has  BASIC  4.0  and  you  put  your  boot  on  a  diskette 
as  the  first  program,  the  process  is  particularly 
simple.  Press  SHIFT/RUN,  and  the  hard  part  is 
done  by  the  computer. 

The  Dynamic  Keyboard  Technique 

The  dynamic  keyboard  technique  involves  fooling 
the  computer  into  thinking  the  user  is  entering 
data  from  the  keyboard.  This  is  particularly  easy 
with  the  PET.  It  involves  printing  messages  on 
the  screen  and  POKEing  two  locations  in  PET 
memory,  the  keyboard  buffer  at  decimal  addresses 
623-632  and  location  158,  which  normally  contains 
the  current  number  of  characters  in  the  buffer. 

Your  BASIC  program  must  print  all  the  entries 
you'd  normally  make  on  the  screen  in  the  proper 
locations  (to  leave  room  for  the  normal  PET  mes- 
sages such  as  LOADING,  etc.)  and  then  return 
the  cursor  to  the  home  position.  If  you  then  POKE 
the  number  of  carriage  returns  (character  13)  that 

162     COMPOTE     MCIV1983 


you'd  normally  enter  beginning  with  location  623 
and  that  number  also  into  location  158,  here's 
what  happens. 

After  the  PET  finishes  executing  your  boot,  it 
will  wake  up  with  the  cursor  in  the  home  position 
and  believe  you've  pushed  the  RETURN  key  a 
number  of  times.  The  first  RETURN  will  cause  it 
to  execute  the  line  that  the  cursor  is  on,  and,  after 
printing  any  appropriate  messages,  it  will  execute 
as  many  subsequent  lines  as  there  are  RETURNS 
in  the  buffer.  The  only  catch  is  that  each  line  that 
you  want  it  to  execute  must  be  in  the  right  place 
or  you  will  get  no  response  or  a  SYNTAX  ERROR. 
Study  the  example  in  Program  1  to  see  exactly 
what  is  necessary. 

Note  that  Program  1  is  merely  an  example  of 
setting  up  a  boot  program  using  the  dynamic 
keyboard  technique.  If  the  files  INVISIBLE 
WEDGE,  PRINTER,  and  WORD  PROC  existed  on 
a  disk,  the  program  would  first  enable  the  use  of 
the  Invisible  Wedge  utility  as  described  below.  It 
would  then  load  and  execute  a  printer  setup 
routine  called  PRINTER.  Finally,  it  would  load 
and  run  a  word  processing  program  with  the  file 
name  WORD  PROC. 

Sleight  Of  Hand 

There  is  a  hitch  to  this  procedure  if  you  want  to 
use  the  Universal  Wedge.  That  program  clears 
the  screen  and  prints  a  message  when  it's  ex- 
ecuted, wiping  out  your  carefully  laid  out  screen. 
The  part  of  the  Wedge  that  prints  the  message  is 
fortunately  in  BASIC,  but  it  requires  a  bit  of  sleight 
of  hand  to  modify  since  the  BASIC  line  editor  will 
change  the  machine  code  that  does  the  work  un- 
less you  protect  it. 

If  you  load  the  Universal  Wedge  without 
running  it  and  use  the  Monitor  (SYS  54386  for 
4.0),  you  will  find  what  looks  like  a  BASIC  program 
from  locations  hexadecimal  $0400  to  $0496,  termi- 
nated by  the  usual  set  of  triple  double  zeros. 
Starting  at  $0500  and  $0700,  there  are  two  blocks 


TURN  YOUR 

COMPUTER  INTO  A 

FULL-BLOODED  WORD 

PROCESSOR. 


©1983  Quick  Brown  Fox 


VIC  20"  and  Commodore  64"  users, 
something  very  clever  is  lying  in  wait  for 
you.  It's  called  Quick  Brown  Fox!" 
Quite  simply  Quick  Brown  Fox  is  the 
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software  running. 
Take  a  look  at  some  of  these  crafty  features.  You 
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You  get  single-key  operation,  text  moving,  boilerplating,  tab  and 
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it  even  works  with  an  off-the-shelf  VIC  20.)  You  also  get  compatibility 
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of  machine  code  that  do  the  actual  work.  If  you 
also  PEEK  at  the  contents  of  decimal  42  and  43 
(which  store  the  location  of  the  end  of  the  BASIC 
text  and  the  start  of  variable  storage),  you  will 
find  that  they  point  to  a  location  at  the  end  of  the 
second  block  of  machine  code  {$B8  and  $08). 

Now  POKE42,131  and  POKE43,4  and  type 
CLR.  This  tells  the  editor  that  BASIC  really  doesn't 
include  the  two  blocks  of  machine  code.  You  can 
then  change  the  BASIC  program  as  long  as  you 
don't  increase  it  by  more  than  106  characters.  Try 
to  use  less  than  this  just  to  be  safe.  In  Program  2, 
two  UP  CURSORS  replace  the  CLEAR/HOME 
and  all  the  CURSOR  DOWNs  in  the  original. 

You  can  now  use  the  Monitor  to  save  every- 
thing up  to  the  address  hexadecimal  $08B8.  And 
from  now  on  you  can  load  this  version  of  the 
Wedge  just  as  you  would  load  the  original. 

This  same  technique  is  equally  applicable  to 
the  VIC-20  and  Commodore  64  (see  Program  3). 
For  both  these  machines,  the  keyboard  buffer  is 
located  in  memory  locations  631-640  decimal,  and 
the  number  of  characters  in  the  buffer  is  contained 
in  location  198  decimal.  The  VIC's  narrow  screen 
width  must  be  taken  into  account  when  formatting 
the  program.  Some  of  the  messages  may  run  over 
onto  a  second  line. 

A  small  investment  in  bootmaking  now  can 
pay  big  dividends  later  by  causing  fewer  errors, 
saving  time  and  making  the  computer  easier  for 
others  to  use. 

Program  1:  Sample  Boot  Program 

100  QO$=CHR$(34) :  REM  DEFINE  QUOTE  FOR  PRI 

NTING 
110  REM  PRINT  ENTRIES  TO  THE  SCREEN  IN  PRO 

PER  SPOTS 
120  PRINT"  {CLEARU03  DOWN}lOAD"  ;  QO?  ;  "INVIS 

IBLE  WEDGE";Q0$r",8" 
130  PRINT" {04  DOWNJrUN" 
140  PRINT" JdOWNIlOAD" rQ0$; "PRINTER"  , -00$ ; " , 

8" 
150    PRINT" {04    down] RUN" 
160    PRINT" {02    D0\W } LOAD ";Q0$; "WORD    PR0C"?Q 

0$;".8" 
170  PRINT" {04  DOWN 3 RUN { HOME 1 " 
180  REM  POKE  SIX  RETURNS  INTO  KEYBOARD  BUF 

FER 
190  REM  POKE  #  OF  RETURNS  INTO  LOG.  158 
200  F0RI=1T06  :  POKE622-I-1 ,  13  :NEXT;P0KE158,  6 

Program  2:  invisible  wedge 

5  A=12*16"3:REM  $C000 

10  IFPEEKCa) 076THEN  SYS1639;REM  BASIC  2 
15  IFPEEK(A)=76  THEN  SYS2151:REM  BASIC  4 
20  PRINT" [02  UPIUNIVERSAL  DOS  SUPPORT  LOA 

DED" 
2  5  NEW 


100  QO$=CHR$(34):  REM  DEFINE  QUOTE  FOR  PRI 
NTING 


110  REM  PRINT  ENTRIES  TO  THE  SCREEN  IN  PRO 

PER  SPOTS 
120  PRINT" {clear} {03  DOWnJlOAD" ;Q0$ r "PRINT 

ER";Q0$;",8" 
130  PRINT" {04  DOWN}rUN" 
140  PRINT" {02  DOWN}LOAD"rQO$; "WORD  PR0C";Q 

0$;",8" 
150  PRINT" {05  DOWN } RUN { HOME } " 
160  REM  POKE  FOUR  RETURNS  TO  KEYBOARD  BUFF 

ER 
170  REM  POKE  #  OF  RETURNS  TO  LOG.  198 
180  F0RI=1T04 :POKE630+I , 13 :NEXT: POKE198, 4 


20  ™ 

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Basic  Atari  BASIC  Sorts 


E  P  McVlahon 


Choosiiii^a  5u;Y  routine  iliat  cliiiiimitcs  uiuicccfiinn/ 
searches  can  save  i/oii  lime.  Four  sortin;^  luctliods  are 
examined  in  terms  of  tlieir  spved,  and  there  are  some 
hints  on  niakini;^  sorts  uvrk  faster. 


Sorts  -  many  programmers  ignore  them,  many 
don't  understand  them,  and  most  misuse  them. 

Let's  look  at  the  insertion  sort,  the  selection 
sort,  and  the  bubble  sort.  (The  widely  used  bubble 
sort  is  about  the  most  inefficient  sort  routine 
around.) 

Why  is  it  so  widely  used?  Maybe  because  it's 
so  simple:  go  through  the  list  to  be  sorted  and 
examine  items,  an  adjacent  pair  at  a  time.  If  any 
pair  is  not  in  the  correct  order,  swap  the  pair. 
Continue  to  the  end  of  the  list.  If  a  swap  was  per- 
formed, repeat  the  abo%'e  steps;  if  not,  the  sort  is 
finished.  This  sounds  more  simple  and  direct 
than  it  may  be. 

Some  Terms  Defined 

A  file  contains  records  (or  items)  which  are  to  be 
sorted  according  to  the  keifs  which  are  a  part,  or 
all  of,  each  record.  (The  last  name  in  a  file  of  names 
and  addresses  is  a  key  for  alphabetizing  the  list.) 
We  will  assume  sorted  means  "placed  in  the  order 
of  ascending  or  descending  value  of  the  keys." 
Another  way  to  sort  is  to  build  an  auxiliarv  file  of 
pointers  which  identify  the  records  in  the  desired 
order-  a  good  approach  for  large  disk  files. 

One  more  definition:  a  stable  sort  does  not 
disturb  the  results  of  a  previous  sort  when  the 
sort  keys  are  equal.  For  example,  you  sort  a  file  of 
records  consisting  of  names  and  addresses  al- 
phabetically by  first  name  (key  =  first  name).  You 
then  sort  the  file  by  last  name.  If  the  sort  is  stable, 
when  you  have  finished  the  second  sort  John  Doe 
will  follow  Jane  Doe  and  precede  Joseph  Doe;  if 
not,  the  order  of  the  Does  will  be  arbitrary. 

Multiple  passes  through  a  stable  sort  (in 
reverse  order  of  importance  of  the  keys)  will 
accomplish  the  same  thing  as  a  sort  on  multiple 
keys.  Simply  said,  a  sort  on  multiple  keys  checks 
the  second  key  any  time  the  first  keys  of  two  re- 
cords being  compared  are  equal.  This  is  how  to 
convert  any  of  the  following  single  key  sorts  into 
a  multiple  key  sort. 

Let's  discuss  the  program  listings  now  so 

166    COMPimi    Mav19B3 


you  can  refer  to  them  as  you  read  the  rest  of  this 
article. 

Bubble  Sort 

The  first  program  is  a  bubble  sort  written  in  Atari 
BASIC.  I'll  review  this  listing  since  some  of  the 
REMark  lines  will  apply  to  the  other  programs, 
and  sections  of  the  code  will  be  identical  in  the 
other  programs. 

The  file  to  be  sorted  is  in  string  S$  and  consists 
of  N  records  each  of  length  LREC.  We  will  sort 
this  file  in  place  according  to  the  key  which  is  part 
of  the  record.  The  key  starts  at  KB  and  ends  at  KF 
characters  offset  from  the  beginning  of  each 
record . 

Lines  in  the  lOO's  initialize;  line  200  sets  the 
clock  to  zero.  Lines  in  the  lOOO's  and  1  lOO's  are 
the  sorts.  Line  1500  reads  and  prints  the  clock; 
and  the  subroutine  in  the  2000's  generates  a  ran- 
dom file  to  be  sorted  (each  record  consists  of  two 
random  letters  and  a  blank). 

Let's  look  at  the  bubble  sort.  Why  is  it  so 
weak?  Primarily  because  many  redundant  com- 
parisons are  made,  but  also  because  records  being 
moved  are  put  down  and  picked  up  at  each  step. 
There  really  are  better  ways  to  sort  which  are  just 
as  easy. 

The  bubble  sort  (Program  1)  uses  one  trick  to 
make  the  "standard"  bubble  sort  a  little  faster. 
Each  pass  through  the  fife  moves  the  largest  re- 
maining out-of-placG  record  to  its  correct  position. 
Also,  we  might  be  lucky  and  find  some  records 
already  sorted.  Remember  that  we  use  a  flag  to 
signalif  another  pass  through  the  file  is  necessary. 
The  trick  is  to  use  that  flag  to  identify  the  location 
of  the  last  swap  made  (line  1040).  We  never  need 
examine  past  that  point  again;  so,  as  shown  in  the 
program,  FLAG  and  TOP  limit  the  search.  The 
bubble  still  isn't  good  enough. 

Insertion  Sort 

I'll  use  a  card  player  sorting  a  hand  of  13  cards  to 
help  you  visualize  what's  going  on  in  each  sort. 

Our  right-handed  card  player  does  the  inser- 
tion sort  by  holding  the  first  dealt  card  in  the  left 
hand  and  the  other  12  cards  in  the  right.  Notice 
that  the  first  card  is  already  "inserted"  in  the 
sorted  file  in  the  left  hand.  He  or  she  examines 
the  next  card  to  be  sorted,  initially  card  number 


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two,  and  compares  it  to  the  cards  in  the  left  hand, 
initially  just  the  first  card.  If  card  two  is  bigger,  it 
remains  card  two  as  it  is  placed  in  the  left  hand;  if 
smaller,  card  one  is  shifted  to  become  card  two, 
and  card  two  from  the  right  hand  becomes  card 
one  in  the  left. 

Each  step,  then,  compares  the  next  card  to  be 
inserted  (from  the  right  iiand)  with  the  last  card 
in  the  left  hand.  If  the  new  card  is  larger,  it  be- 
comes the  last  card;  if  not,  the  old  card  in  the  left 
hand  is  moved  one  space  lower,  and  the  new 
card  is  compared  with  the  next  old  card  in  line. 
This  last  step  is  repeated  until  the  new  card  is 
inserted. 

Now  what  is  the  worst  case  for  this  sort?  A 
file  that  must  be  inverted.  Each  card  must  be  com- 
pared with  every  card  in  the  left  hand,  and  every 
card  in  the  left  hand  must  be  moved  in  each  step. 
Best  case?  When  the  file  is  in  order  except  for  a 
new  entry  at  the  end  (new  last  card). 

Some  people  defend  using  the  bubble  sort 
when  it's  used  to  add  a  record  to  an  already  sorted 
file,  but  the  insertion  sort  is  faster  at  this,  too.  Just 
put  the  new  record  at  the  end  of  the  file  (new 
record  number  N)  and  change  the  loop  indices 
(line  1000)  to  "FOR  J  =  N  TO  N"  and  less  than  one 
pass  through  the  sort  will  correctly  place  the  new 
record. 

Program  2  is  an  insertion  sort  written  in  Atari 
BASIC.  Lines  1000-1100  are  the  sort  itself;  the  rest 
of  the  lines  follow  the  same  convention  described 
for  the  bubble  sort. 

Selection  Sort 

The  selection  sort  is  just  as  easy.  This  time,  the 
card  plaver  holds  all  the  cards  in  the  right  hand 
and  scans  from  left  to  right  for  the  smallest.  The 
smallest  card  is  extracted,  placed  in  the  left  hand 
as  card  one,  and  the  cards  in  the  right  hand  are 
shifted  to  the  right  to  fill  the  gap  caused  bv  the 
extracted  card.  The  cards  in  the  right  hand  are 
now  numberecl  two  to  thirteen.  The  process  re- 
peats: scan  the  cards  in  the  right  hand,  extract  the 
smallest,  and  add  it  at  the  end  of  the  cards  in  the 
left  hand.  Shift  cards  in  the  right  hand  to  the  right 
to  remove  the  gap.  When  onlv  one  card  remains 
in  the  right  hand,  it  is  the  largest,  and  the  sort  is 
finished. 

The  worst  case  for  this  sort  is  also  a  file  that 
must  be  inverted.  Each  card  that  is  selected  is  the 
last  one  in  the  set  of  unsorted  cards. 

Let's  look  at  the  differences  in  these  al- 
gorithms. In  the  insertion  sort,  we  examined  a 
sorted  sub-list  and  insert  a  new  record;  in  the  selec- 
tion sort,  we  examine  an  iiiisorlcd  sub-list  and 
select  a  new  record.  Suppose  you  are  interested 
in  the  first  ten  items  in  a  UX)-item  file.  Which 
routine  vs'ould  you  use?  The  selection  sort  of 
course,  stopping  after  the  tenth  item  is  found. 

168     COmfUTf!     MavW83 


If  you  implement  the  selection  algorithm 
exactly  as  stated  above  to  sort  string  variables, 
you'll  find  that  shifting  the  "cards"  in  the  right 
hand  to  remove  the  gap  is  inconvenient.  (Try 
shifting  a  string  of,  say,  ten  characters  five  spaces 
to  the  right.  If  you  don't  know  what  will  happen, 
try  A$(6,16)  =  A$(l,10)  and  see  what  the  result  is.) 

A  Couple  Of  Tricks 

Atari  BASIC  loves  to  shift  strings  to  the  left,  so 
we'll  modify  the  sort  algorithm  to  take  advantage 
of  this.  All  we  do  is  hold  the  unsorted  cards  in  the 
left  hand  and  put  the  extracted  cards  in  the  right 
hand.  The  gap  is  removed  by  shifting  cards  in  the 
left  hand  to  the  left.  Take  a  look  at  Program  3,  a 
modified  selection  sort.  There  are  a  couple  oi  tricks 
there.  The  variable  TAIL  defined  in  line  1000  lo- 
cates the  last  record  in  the  file  SS-  This  location  is 
the  spot  in  our  right  hand  where  the  selected  card 
(record)  will  be  placed. 

The  second  trick  is  using  the  variable  LAST 
to  remember  information  from  the  last  examina- 
tion pass  through  the  left  hand.  It  is  set  to  the 
next-to-the-smallest  item  in  the  list,  so  it  has  a 
head  start  on  our  next  examination  search.  It  is 
easy  to  save  this  information  during  the  search. 

Note  that  we  save  time  on  every  other  search 
(unless  there  are  ties  -  then  we  save  more)  because 
we  have  to  reset  the  flag  in  case  we  do  not  hit  a 
swap.  Line  1090  extracts  the  selected  record,  line 
1100  moves  the  entire  right  side  of  the  file  one 
record  to  the  left  in  one  fell  swoop,  and  the  selected 
record  is  put  at  the  tail.  Lines  1140  to  1160  put  the 
last  record  in  its  place  at  the  end. 

What  would  the  bubble  sort  look  like  to  our 
card  player?  He  would  examine  cards  one  and 
two,  and  swap  them  if  necessary.  He  would  then 
compare  cards  two  and  three,  swapping  if  needed. 
The  process  continues  with  cards  three  and  four, 
four  and  five,  and  soon,  to  Hand  13.  Finished? 
Not  yet.  If  any  pair  of  cards  were  swapped,  the 
process  is  repeated  from  the  start.  Have  vou  ever 
sorted  cards  this  way?  Would  you? 

Modified  Insertion  Sort 

The  string-moving  trick  in  the  selection  sort 
suggested  that  the  same  trick  could  be  applied  to 
the  insertion  sort.  This  results  in  the  modified 
insertion  sort  (Program  4),  where  the  sorted  file  is 
on  the  right  of  the  string  and  the  unsorted  part  of 
the  file  is  on  the  left.  The  first  record  is  always  the 
record  to  be  inserted,  and  when  the  insertion 
spot  is  found,  the  string  up  to  the  insertion  spot 
is  shifted  to  the  right,  over  the  first  record. 

This  is  a  fast  program;  unfortunately,  it  is  no 
longer  as  stable  as  the  first  three  programs.  It  can 
be  made  stable  by  adding  an  artificial  record  to 
the  file  which  is  guaranteed  to  be  the  last  record 
for  any  search  key  (no  ties),  since  the  instability 


400 + 400 = 600? 


600?  Seems  ridiculous,  and 

at  first  glance  that  s  what  you 

probably  thought,  but  in  fact  our 

"equation"  above  represents  a 

reality  that  exists  now.  with 

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400  KEY  BOARD jgg  „ 


occurs  only  with  the  last  record  in  the  file.  To  to    last    record    swapped     (start 

examine  the  stability  of  these  sorts,  sort  first  with  ^^    '^ ' 

both  key.  (KB  and  KF)e,ual.o  two,  and  then  '  "°   ;^,  ^^^i^jl^^^^^K^^^^Ji^^iJi^^r?; 

sort  With  both  equal  to  one.  EN     1080:REM     check     if     no     swap     ne 

There  is  another  way  to  make  the  modified  eded 

insertion  sort  stable,  and  that  is  to  pick  the  record  loio    flag  =  J:REm    -flag    that    we^re    swap 

to  be  inserted  from  the  end  of  the  Linsorted  part  ..^      pmg    record    j 

f,,  „■•,.,  4  I  •       ,.      J      r  J  IV         J  lu5u     HOLD*  =  S*  (  <  J-l  )  *LREC+1  ) 

of  the  lis  (record  J  instead  of  record  l)and  remove  lo^o    s*  <  ( j-i  >  *lrec-h  i  .  j  jlreo  =s*  (  j  *lr 

the  equal  sign  from  the  sort  test  in  line  1020.  This  ec+i  .  ( j  +  i  >  ♦lreo 

results  in  a  slower  program  than  the  modified  1070    s*(j«lrec+i,  f  j  +  i  )  *lrec)  =hold*:  r 

insertion  sort  shown.  ^^     1050     to     here     swaps     J     and     J  +  l 

(not     J-1 > 

Powering  Up  loso  next  j 

A  short  set  of  runs  of  the  four  programs  (with  no  ^'^'^^    H!.'*^    s*  =  rem    remove    this    for    sp 
DDTXTT    I.   ,.              L           J       ■..    XT      f->^x  eed.        This     shows     -file     after     eac 

I^KINl  statements  and  with  N  =  50)  gave  average  h    pass. 

times  of  80.8  seconds  for  the  bubble,  48  for  the  io90    IF    flag<;  >o    then    top=flag-i  :  goto 

insertion,  34  for  modified  selection,  and  23.3  for  ioiosrem    if    a    swap    was    made,    r 

modified  insertion.  The  programs  can  be  powered,  ,,^^    ?^^^-,I?^    ^""^    start    over. 

made  taster.  One  easy  way  is  to  precompute  the  j  ^ 

constant  part  of  the  test  in  each  sort  statement.  In  iioi    rem    *    end    of    sort{i5    spacesj* 

the  insertion  sort,  for  instance,  add  line  1015  1102    rem    ***«******«***«*»*«*»**««*« 

HOLDS  =  S$((J'  1  )*LREC  +  KB,  (J- 1  )*LREC  +  KF)  *  * 

J        u    1.-1.    I.     T  ir-<i  rMP  c       ll.        -iij        fLi  I49  0     REM     read     and     print     the     clock 

and  subshtute  HOLDS  for  the  right  Side  of  the  i^o^    print    <  (peek  (  1  b)  *2S6-hpeek  (  19>  )  * 


test  in  line  1020. 


256+PEEK (20> ) /hO: STOP 


2035  NEXT  K: PRINT  S*;PRINT 
040  RETURN 


If  the  above  descriptions  of  the  sort  algorithms  1V90     rem     generates     a     random     file 

aren't  clear  to  you,  try  sorting  a  hand  of  cards  2000   for   k=o    to   n-i 

according  to  the  rules  Then  execute  the  programs  ^'''"   s*  (k*3.1)  =chr*  (i  nt  <rnd  (O)  *26.6t 

as  listed.  If  it  will  help,  print  out  the  loop  indices  2020    s*  (k*3  +  2>  =chr*  (  int  (rnd  (O)  *26  +  6! 

at  each  step  to  see  what's  going  on  and  how  the  )  > 

tricks  work  to  save  a  few  searches  here  and  there.  203O    st<K*3+3) 

If  you're  going  to  use  these  routines  in  another 

program,  take  out  the  REMs  and  print  statements  _  ^^ 

for  more  speed.  Better  vet,  code  the  sort  you  need  ffogtom  2:  insertion  Sort 

1  ■     "^i  '  ^  100    DIM    S4  <200) 

m  machine  language.  ,     ^  110    dim    hold*  (3) 

There  are  more  efficient  (and  more  complex)  120   lrec  =  3:  kb=i  :  kf  =  2 

sorts:  Shell's  sort.  Quicksort,  and  Heapsort,  for  130    n=  1 3 

examples.  A  quite  complete  study  and  reference  i'^*^'    gosub   2000 
on  sorting  (and  searching)  is  the  third  volume  of 

DonaldE.  Knuth' s  The  Art  of  Computer  Program-  ^^^-,   r^m    »»*********«***««****«***«** 
miiig  (Addison-Wesley,  Reading,  Mass.,  1973).  »« 

_      ^  -    „    ^,,      _      .  991     REM     «C28     SPACES:* 

Programi:  Bubble  Sort  ^^^  re„  ,  insertion  sort  03  spaces:* 

100  DIM  S«<200):REM  the  file  993  REM  *<:28  SPACES}* 

110  DIM  HDLD*(3>:REM  temporary  space  994  REM  **************************** 

to  move  a  record  ** 

120  LREC=3:KB=1:KF=2:REM  record  leng  lOOO  FDR  J=2  TO  N:REM  pick  record  to 

th,  begining  and  end  of  KEYfield  be  inserted 

130  N=13-.REM  number  of  records  lOlO  I=J-J:REM  I   is  the  end  of  the  s 
140  GDSUB  2000:REM  generate  random  f         orted  part  of  the  file  (left  ha 

200  P^KE  20,0:P0KE  18,0:P0KE  19.O:P0  1020  IF  S*  (  (  I - 1  )  »LREC +KB ,  (  I  -  1)  *LREC  + 

KE  2oto=REM  start  clock  at  zero  KF X =S* (  (  J  - 1 )  *LREC*KB ,  (  J  - i )  *LRe 

990  REM  **««***«***«*****«»**«**«***         C^-KF)  THEN  1050:REM  should  rec 


200  POKE  20,0:P0KE  18,0: POKE  19,O:P0 
KE  20, O 


J  be  inserted' 
1030  I  =  1-1:REM  no.   look  at  nB>;t  sort 


** 

991  REM  *<:2s  spaces:* 

992  REM  *  bubble  sort<;i6  SPACES>*  ^d  record 

99^  REM  *<28  SPACES!  *  i^'^O  IF  I  >0  THEN  1020:  REM  unless  thi 
994  REM  »«»«»*******«******»****«***         5  is  *h^  first  record 

J  1045  REM  insertion  starts  here 

lOOO  T0P  =  N-1  ^'^^'^'  ^^     I=J-1  THEN  1105:REM  don't  in 
1030  FLAG=0:REM  points  to  last  recor         sert  J  on  itself  ,.,_,,,  ^ 

d  swapped  or  zero  1060  H0LD*  =  S* (  ( J  - 1)  *LREC+ 1  ,  J *LREC)  :  R 
1020  FOR  J=l  TO  T0P:REM  only  look  up         EM  pick  up  rec  J 

172     COHPUTI!     MavWB3 


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Your  Atari  needs  no  separate  speech  synthesizer  (o 
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separately  as  an  untimited-vocabulary  speech  synthesizer 
that  you  can  access  in  your  own  programs.  POKERSAM  is 
not  a  tool  for  creating  your  own  computer  speech,  but  it 
contains  a  small  module  of  the  S  A.f\/I.  system.  This  means  it 
can  make  any  Atari  computer  speak,  without  additional 
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Dealer  inquiries  welcome 


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For  the  Atari  400.  800,  and  1200  XL  •  Disk  or  cassette 

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MOV1983    COMPVTI!     173 


Program  4:  Modified  insertion  Sort 

lOO  DIM  S« (200) 
110  DIM  HOLD* (3) 


1070  FOR  K=J-1  TD  I+l  STEP  -1:REM  5I         vially  goes  at  the  end 

ide  sorted  records  to  make  room  1150  S* ( 1 > =S* (LREC+ 1 ) 

■for  J  1  1  60  S*  (TAIL)  =HaLD* 

loao  S*  (K*LREC+1  ,  <K.+ 1  >  «LREC)  =S*  (  (K-1  1170  PRINT  S*  :  REM  a  1  1  don  e  ,  t  a  k  e  a  loo  k  . 

)  *LREC+1  ,  K*LREC>  1200  REM  ****««**«**«*««»**«***»»**» 
1090  NEXT  K  t* 

1100  S*  (  I*LREC+1  .  (  I  +  l  )  *LREC)=HOLDS:  R  1210  REM  »  end  o-f   sortM5  SPACES3* 

EM  insert  rec  J  1220  REM  «»*»»«»«»«** t t ««**«»»** t »* * 
1105  PRINT  S*:REM  take  a  look  at  the        *t 

file  1500  PRINT  (  (  PEEK  (  1  8  )  *256  +  PEEh;  (  1  9  )  )  » 
1110  NEXT  J  2564-PEEK  (20)  )  /60:  STOP 

1120  REM  »»***»*»«*««»«*****»****»*«  2000  FOR  K=0  TD  N-1 

«*  2010  S*  (K«3+l  )  =CHR*  (  INT(RNDiO)«2A  +  65)  ) 

1130  REM  *  end  of  sortClS  SPACES!*  2020  S«  (  K  *3  +  2  )  =CHR«  (  I  NT(  RND(  O  )*  26  +  65)  > 

1140  REM  «****«****««*»««»****»«»«*«  2030  S*(K*3+3)="  " 

**  2035  NEXT  K; PRINT  S*: PR  INT 

1500  PRINT  (  (PEEK  (  IS)  *256  +  PEEi<  (  19)  )  *  2040  RETURN 

256+PEEK(2  0) )/60:ST0P 
2000  FOR  K=0  TO  N-1 

2010  S*  (K«3+l  )  =CHR*  (  INT  (RND  (0)  *26  +  65  *  *^"^'  ?^"  S«(200)^ 

>  ) 

2020  S* ( K*3+2) =CHR* ( INT (RND ( 0) »26+65  120  LREC=3 : KB= 1 : KF=2 

) )  130  N= 1 3 

2030  S*(Kt3+3)="  "  140  GDSUB  20O0 

2035  NEXT  K:PRINT  S*:PRINT  200  POKE  20,0:P0KE  13,0:P0KE  19.0:P0 
2040  RETURN  KE  20,0 

Program  3:  Modified  Selection  Sort  ''''''  ^f  ************,*****»**»****** 

100  DIM  S*(200)  <^91  REM  *<:28  SPACES}* 

110  DIM  H0LD*(3)  992  REM  *  modified  insertion  sort 

120  LREC=3:KB=1:KF=2  {4  SPACES>* 

130  N=13  993  REf^  *C2S  SPACES]* 

140  GOSUB  2000  994  re^  **»««»«»««»«******»»««*«*«** 

200  POKE  20, O: POKE  18, O: POKE  19,0:PD        ** 

KE  20,0  1000  FOR  J=N-1  TO  1  STEP  -1:REM  J  wi 

990  REM  *#*#*****##**#**************         ;^j  (-,g  the  beginning  of  the  sort 
**  ed  1  i  St 

991  REM  *{;28  SPACES]*  1010  I=N:REM  I  is  the  end  of  the  sor 

992  REM  «  modified  selection  sort  ted  part  of  t h e  f i  1  e  ( r i gh t  hand) 
{4  SPACES]*  1020  IF  S* <  (  I -1 )  «LREC  +  KB.  (  I  -  1  )  *LREC  + 

993  REM  *C28  SPACES]*  KF ) < =S* ( KB , KF )   THEN  iOS0:REM  sh 

994  REM  »*********»**#««««««***«****         Duld  rec  1  be  inserted  here? 

**  IO30  I  =  I-1:REM  no,   look  at  ne>;t  sort 
1000  TA  IL=  (N-1  )  *LREC+1 : REM  define  la         ^^  record 

st  record  location  1040  IF  I > J  THEN  1020:REM  unless  thi 
1010  LAST  =  0:REM  initialize  5  J5  t^^ie  first  record  in  the  so 


1020  FDR  J=0  TO  N-2:REM  select  a  rec 


rted  list 


"""tJ  104S  REM  insertion  starts  here 

1030  I NDEX=LAST : LAST=Oi REM  adjust  po  J050  jp  1=1  THEN  1105:REM  don't  inse 

inters  from  last  search  rt  J  on  itself 

1040  IF  lNDEX>N-J-2  THEN  1090: REM  ne  j^iO  HaLD«=S« (1 . LREC ) 

Kt     selection  is  now  last  unsort  1070  S* ( 1 , ( I - 1 ) « LREC ) =S* ( LREC+ 1 , I *LR 

ed  rec  EC):REM  slide  records  to  make  r 

105O  FOR  I=INDEX+1  TO  N-J-1:REM  sear         ^^^  ^^  insert  rec   1 

ch  unsorted  part  of  file  1100  S*  (  ( I -  1  )  «LREC+ 1 ,  I *LREC ) =HOLD« : R 
1060  IF  SS ( I *LREC+KB, I »LREC+KF) <S* ( I         g^  insert  rec   1 

NDEX*LREC+KE, INDEX*LREC+KF)   THE  1 j 05  PRINT  S«:REM  take  a  look  at  the 

N  LAST=INDEX  :  INDEX=I  :  REM  best  tt  file 

2nd  best  1110  NEXT  J 

1070  NEXT  I  1120  REM  *************************** 
1080  IF  INDEX=N-1  THEN  1120:REM  reco         ^ 

rd  is  in  place  1  I  30  REM  »  end  of  Bort<!15  SPACES]* 

1090  HOLD*=S* ( I NDEX«LREC+1 ) : REM  pick  1140  REM  ****«***»*«»******»«******* 

up  selected  record  *t 

1100  S$  (  INDEX*LREC+1 ) =S*  (  (  INDEX  +  1 )  *L  150O  PRINT   (  (  PEEK  (  1  S )  *256  +  PEEK ( 1 9 )  )  » 

REC+1):REH  slide  many  records  t         256+PEEK ( 20 ) ) / 60 : STOP 

ocloseup  space  2  000F0RK=0T0N-1 

1110  S«  (TAIL  )  =H0LDt:  REM  put  selected  2OIO  S«  (  K«3+ 1  )  =CHRt  (  I  NT(  RND(  0  )*  26  +  65)  ) 

ren      at  end  2020  S*  (  K*  3  +  2  )  =CHR«  (  I  NT!  RND(  O  )t  26  +  65)  ) 

1120  PRINT  S«:REM  take  a  look  2030  S*(K«3+3)="   " 

1130  NEXT  J:REM  ne>:t  selection  2035  NEXT  K:PR1NT  S«:PRINT 

1140  H0LD*=S«:REM  last  selection  tri  2O40  RETURN  ® 

17i     COMPUTE!     MOV  1983 


Beginners:  see  the 

special  program 

typing  instructions 

on  page  128. 


QUICK   DRAW 


ATARI   400/600 


PRICE   19.95 


Quick  Oriw  it  >  ^uick  ihd  *«»y  wiy  to  "draw"  and  "itva"  picturas  in  graphks 
mods  3-11.  To  start,  put  in  tha  Quick  Draw  diik  and  turn  the  powaron.  Salact 
th6  di-awintj  program  frpn  Xht  pr^ram  menu  and  a  rrMnu  of  the  picturas  on  djtk  is 
displavfid.  Ydu  are  also  prompted  for  th«  "graphics  mode",  "load  pictuj^e  name", 
"savft  picture  hinw"  and  "eras*  scre*n  v^n"-  Note,  graphics  mode  fl  has  the 
highest  resolution  and  4  colors.  Graphics  moda  3-11  require  the  GTIA  chip. 
Answer  the  prompts  a.nd  yoM  are  ready  to  draw  a  picture.  To  plot  a  dot,  you 
position  a  cursor  using  the  joystick  and  press  the  fire  button.  A  dot  i$  then 
platted  under  the  cursor.  Holding  the  fire  button  down  and  moving  the  ioyitick 
will  contjnously  plot  dots  making  lines.  To  draw  a  straight  line,  you  position  two 
cursors  ufing  your  foystick  and  press  the  fire  button.  A  straight  line  is  then 
drawn  between  the  two  cursors.  Holding  the  fire  button  down  and  moving  the 
jtiystick  will  ccntinously  draw  lines  maktng  boxes.  The  keyboard  is  used  to 
change  from  plot  to  draw  n'KXJe  and  to  change  colors-  Many  other  functions  are 
used  including  sound,  mirror  and  roll.  With  Quick  Draw  you  can  recreate  pictures 
traced  on  your  picture  tube  of  your  favorate  games.  Pictured  drawn  on  clear 
plastic  and  taped  ta  your  picture  tube  may  also  be  recreated  with  Quick  Draw.  I 
am  also  trying  to  form  a  picture  club  to  buy,  tell  and  trade  pictures  drawn  with 
Quick  Draw. 

Requires:   ATARI  4O0/6O0,  32k.   BASIC,    1  disk  drive,   DOS  2.0  and  1  joystick. 
To  buy,  send  a  check  for  19.95  to: 

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MAKES  ATARI 
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MastercardA/isa  by  phone.  Dealer 
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ATARI" 
SOFTWARE  1983 

Jeffrey  Stanton,  Robert  P.  Wells,  Ph.D., 
Sandra  Rochowansky 


ATARI 
SOFTWAI 

1983 

Santo Rxhowimf .,, 


"  bnnk  tKolMlDult.. 


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PET  Super  Editor 


Craig  Disston 


Create  slriiigs  on  screen  from  single  keysirokes.  prcveiif 
scrolls,  softkei/,  define  control  kei/s,  transfer  the  entire 
screen  into  an  array  -  these  and  other  techniques  can  be 
achieved  with  this  versatile  screen  editing  subroutine. 
For  data  bases,  mailing  lists,  assemblers,  or  any  other 
program  ivhicli  requires  frequent  user  input,  the  ideas 
and  examples  in  this  article  should  prove  of  value.  It 
works  0)1  any  PET/CBM. 


One  of  the  first  items  many  people  buy  for  their 
computers  is  a  word  processing  program.  A  word 
processor  (or  its  cousin,  the  text  editor)  allows 
text  data  to  be  entered,  changed,  added,  or  deleted 
at  will.  Because  a  word  processor  is  screen- 
oriented,  the  user  can  manipulate  the  displayed 
text  and  quickly  perform  editing  functions. 

Word  processing  is  not  the  onlv  application 
which  requires  the  input  of  extensive  text  data. 
Other  applications,  such  as  mailing  list  manage- 
ment or  data  base  management,  also  involve  the 
entry  of  much  text  data.  In  manv  of  these  pro- 
grams, however,  input  is  laborious  and  inflexible, 
limited  to  line-bv-Iine  entries. 

With  a  text  editor,  text  entry  is  easy.  Input 
for  other  applications  can  be  just  as  easy.  Although 
most  word  processor  and  text  editor  programs 
are  written  in  assembly  language,  a  simple,  fast 
BASIC  routine  provides  some  of  the  advantages 
of  the  dedicated  text  processors,  without  resorting 
to  machine  language.  This  routine  can  be  incor- 
porated into  any  program. 

This  article  introduces  a  use  of  the  GET  com- 
mand that  gives  the  programmer  full  control  of 
the  keyboard  and  the  screen.  I  have  used  it  to 
write  a  text  editor,  a  mailing  list  program,  and  an 
assembler-editor.  The  routine  described  below  is 
screen-oriented,  displays  a  blinking  cursor,  lets 
each  kev  act  normally  unless  altered  by  the  pro- 
grammer, and  is  as  fast  as  the  fastest  typist. 
Although  1  have  written  this  routine  for  the  PET, 
the  idea  can  be  used  with  many  computers.  It  is 
necessary  to  know  only  a  few  operating  system 
locations. 

176    COMPUni     WlavWSS 


What  GET  Does 

The  GET  command  in  most  BASICs  polls  the 
keyboard  and  returns  a  value  if  a  key  has  been 
struck  since  the  last  inquiry.  The  TRS-80  equiva- 
lent is  INKEY$.  If  a  key  has  been  struck,  GET 
returns  the  ASCII  value  of  the  key  struck;  other- 
wise, it  returns  the  null  string  (string  of  length 
zero).  Hitting  RETURN  is  not  necessary,  and  the 
key  hit  does  not  appear  on  the  screen,  unless  the 
program  provides  for  that.  GET  is  often  used  in 
games  for  a  waiting  loop: 

10  PRINT  "HIT  ANY  KEY  TO  CONTINUE." 

20  GET  Z$:  IF  Z$=  ""  THEN  20   : REM   NULL  " 

STRING 
30  <  PROGRAM  CONTINUES  > 

In  another  common  u.se  of  GET,  the  answer 
from  the  user  will  appear  on  the  screen  as  soon  as 
a  valid  key  is  hit: 

10  PRINT  "DO  YOU  WANT  [QUESTION]?  ANSWER 

'Y'  OR  'N'  "; 
20  GET  Z? :  IF  Z?  <>"Y"  AND  Z?  <>     "N"  THEN 

20 
30  IF  ZS  =  "Y"  THEN  PRINT  "YES":  ...  YE 

S  RESPONSE 
40  PRINT  "NO":  ...  NO  RESPONSE 

The  previous  example  demonstrates  two 

things.  First,  the  keyboard  canhe select iveiy oiabled . 
(This  is  sometimes  called  softkey,  since  the  keys 
are  defined  by  software,  not  hardware.)  Each  key 
can  have  its  usual  meaning,  a  special  meaning,  or 
no  meaning.  (If  the  key  has  no  meaning,  it  is  said 
to  be  disabled.)  Second,  the  program  determines 
what  screen  output,  if  any,  there  is  for  each  kev. 
(By  "key"  we  mean  a  value  that  can  be  input  from 
the  keyboard.  Most  keys  have  a  shifted  and  an 
unshifted  value.) 

Combining  GET  With  Softkeys 

These  two  features  can  be  combined  to  allow  full- 
screen editing  and  input  under  program  control. 
This  is  far  superior  to  the  liiie-by-line  function  of 
the  INPUT  statement.  The  routine  below  has  the 
following  advantages: 

•  full-screen  editing. 


BUSICALC 


BGSICALC  A  Honey  of  an  Electronic  Spreadsheet 
Why  electronic  spreadsheet  programs? 

Electronic  spreadsheet  programs  allow  the  user  to  create  a  gridsheet, 
spreadsheet,  worksheet,  or  any  other  table  of  information,  using  the 
memory  of  the  computer  as  pencil  and  paper  The  computer  display  or 
terminal  acts  as  a  window  through  which  the  user  views  the  information 
as  it  is  entered.  Textual  information  {such  as  headings),  numerical  values, 
and  formulas  can  easily  be  entered  into  the  spreadsheet. 


n  B  El  BO  an  n  HO  a  k3  s>  es 
gia  QmEi^a^cin^iaEaDiiB  bb 

aaaaaaa  b  a  si  b  a^a  jsb  es  Ei 


For  Commodore  64 

For  Commodore  VIC  20 

For  Commodore  PET/CBM  40  columns 

For  Commodore  CBM  80  column/SuperPet 


BUSICALC  Your  Computer  Drone  for  Rei:)etitive  Calculations 

The  outstanding  advantage  of  using  a  computer  is  that  it  acts  not  only 
as  a  pencil  and  paper  but  as  a  perfect  eraser  and  an  automatic  calculator 
The  user  can  quickly  and  easily  make  any  number  of  alterations  to  the 
data  within  the  table.  The  BUSICALC  will  evaluate  any  formula  using  the 
data  that  has  been  entered.  Further,  it  retains  the  formulas  and  displays 
the  resulting  value.  With  BUSICALC  controlling  the  entry  of  data,  provid- 
ing a  comprehensive  memory,  and  performing  arithmetic,  the  preparation 
of  a  spreadsheet  is  faster  and  more  accurate  than  if  it  were  prepared 
by  hand. 

BUSICALC  With  the  Sting  Removed  from  the  Prices 

BUSICALC  20 only  $49.00  for  the  VIC  20 

BUSICALC64 only  $69.00  for  the  CBM  64 

BUSICALC  40 only  $79.00  for  the  original  40  column  PET/CBM 

BUSICALC  80 only  $89.00  forthe  original  80  column  CBMs  and  SuperPets 


BOSICALC  AVAILABLE  NOW  FROM  YOUR  LOCAL  DEALER 

(800)  227-9998 
FOR  THE  NAME  OF  YOGR  NEAREST  DEALER 

California,  Canada,  Alaska  and  Hawaii  please  call  (415)  965-1735 


i 


Skyles  Electric  Works 

231G  South  Whisman  Road 
Mountain  View,  CA  94041 


Europe  please  contact  Supersoft,  Winchester  House,  Canning  Road,  Harrow  Wealdstone,  Middlesex,  England  HA3  7SJ,  Tel.  01  861  1166 


INTERNAL  MEMO] 


/y 


/ 


/ 


She  needs  ^Superscript'! 


Features 


Provides  full  screen  edit,  delete,  erase,  hsert, 
transfer  and  document  merge  facilities. 
Simple  facilities  to  send  mallsfiots  to  standard 
address  lists. 

Powerful  aids  to  produce  tables  with  wide 
screen,  up  to  240  columns,  Inorlzontal.  decimal 
and  vertical  tabs. 
Search!  with  optional  replace. 
Comprehensive  printer  controls  with  control 
of  margins,  lines  per  page,  underlining,  bold 
print,  super  and  sub  scripts,  variable  tine  and 
character  pitch. 


SupeM^ 


Features 


Dictionary  in  excess  of  30.000  words, 
available  In  English  or  American  spelling. 
User  definable  dictionary  (capacity  for 
approximately  1 70,000  words  on  8050  disk 
drives)  with  facilities  to  add.  delete,  print  or 
merge  with  standard  dictionary. 
Spelling  checker  verifies  largest  'Superscript' 
document  In  less  than  two  minutes. 
Displays  totals  of  words,  different  words  and 
unrecognized  words. 

Editing  of  unrecognized  words  In  document 
Includes  options  to  accept,  ignore,  change 
or  add  to  user  dictionary. 


'Superscript'  transforms  your 
Commodore  computer  into  a  true  Word  Pro- 
cessor, enabling  your  secretary  to  turn  out 
high  quality  letters,  mailshots,  quotations, 
etc.,  faster  and  easier  than  ever  before. 

But  spell?  —  Adding  'Superspell'  gives 
you  access  to  an  extensive  dictionary  with 
automatic  checking  of  any  document  entered, 
enabling  recognition  of  spelling  errors  and 
mistypes. 

If  she  wants  a  better  machine,  and  you 
want  the  very  best  of  Word  Processing,  then 
you  both  need  a  Commodore  with 
'Superscript'  and  'Superspell'  available  from 
your  local  Commodore  dealer. 

Superscript  and  Superspell  run  on  the  2001,  3016/32,  4016/32, 
8032  and  8096  Commodore  computers,  2040,  3040,  4040  and 
8050  disk  drives,  all  Commodore  printers  and  a  wide  range  of 
letter  quality  printers. 


±5 

Precision 
Software 


'a  Professkxmrs  Word  Processcr 


fA  Prolessionars  Ward  Processor 

Precision  Software  Limited, 
4,  Park  Terrace,  Worcester  Park, 
Surrey  KT4  7  JZ,  England. 
Telephone  01-330  7166 


For  further  information  concerning  these  outstanding  software  products  contact  your  local  SUPERSCRIPT 
distributor  as  shown  below. 


Alabama 

M.  A.  G. 

Athens 

Georgia 

404  353  8090 

Alaska 

B.G.  Systems 

Anchorage 

907  276  2986 

Arizona 

Gerald  Hasty  &  Co. 

Las  Vegas 

Nevada 

702  737  5670 

Arkansas 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

California 

P.  E.  0. 

Anaheim 

714  778  3007 

Colorado 

Commonwealth  Computer  Inc. 

Overland  Part( 

Kansas 

913  648  8086 

Connecticut 

Mulli  Business  Computer  Systems 

Portland 

203  342  2747 

Delaware 

Prolessional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Florida 

U.  A.  G. 

Athens 

Georgia 

404  353  8090 

Georgia 

M.A.  G. 

Athens 

404  353  8090 

Idaho 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

91 3  648  8086 

Illinois 

Cambridge  Business  Systems 

Chicago 

312  525  3900 

Indiana 

Srepco 

Dayton 

Ohio 

513  224  0871 

Iowa 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 


Kansas 

Commonwealth  Computer  Inc. 

Overland  Park 

913  648  8086 

Kentucky 

Srepco 

Dayton 

Ohio 

513  224  0871 

Louisiana 

Commonwealth  Compulef  Inc. 

Overiand  Park 

Kansas 

913  648  8086 

Maine 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  755  1077 

Maryland 

Professional  Micro  Services 

Baltimore 

301  325  5725 

Massachusetts 

Best  Business  Equipment 

Worcester 

617  755  1077 

Michigan 

Newman  Audio  Video 
Grand  Rapids 

616  243  3300 
Minnesota 

Commonwealth  Computer  Inc. 
Overland  Park 

Kansas 

913  648  8086 

Mississippi 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Missouri 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Montana 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  6488066 

Nebraska 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  6488086 

Nevada 

Gerald  Hasty  &  Co, 

Las  Vegas 

702  737  5670 

New  Hampshire 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  755  1077 


New  Jersey 

Geneva  Technology 

Cranlord 

201  276  1144 

New  Mexico 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

New  York  Slate  (North  S  West) 

Upstate  Computer  Shop 

Whitesboro  (Nr.  Uttica) 

3157688151 

New  York  State  (South) 

Computer  Emporium 

Middle:own 

914  343  4880 

New  York  Slate  (Long  Island) 

Centerbrook  Software 

Livingston  Manor 

914  439  3591 

New  York  City 

Geneva  Technoiogy 

Cranford 

New  Jersey 

201  276  1144 

North  Carolina 

M.  A.  G, 

Athens 

Georgia 

404  353  8090 

North  Dakota 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Ohio 

Srepco 

Dayton 

513224  0871 

Oklahoma 

Commonwealth  Computer  Inc- 

Overland  Park 

Kansas 

913  646  8086 

Oregon 

The  Computer  Place 

Klamath  Fails 

503  882  9603 

Pennsylvania  (East) 

Mainline  Computer  Center 

Wayne 

215  687  8500 

Pennsylvania  (West) 

Srepco 

Dayton 

Ohio 

513  224  0B71 

Rhode  Island 

Mulli  Business  Computer  Systems 

Portland 

Connecticut 

203  342  2747 


South  Carolina 

M.  A.  G, 

Athens 

Georgia 

404  353  8090 

South  Dakota 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Tennessee 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Texas 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8066 

Utah 

Gerald  Hasty  &  Co. 

Las  Vegas 

Nevada 

702  737  5670 

Vermont 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  755  1077 

Virginia 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Washington  State 

Computer  Sales  &  Service 

Moses  Lake 

509  765  9751 

Washington  D.C. 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

West  Virginia 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Wisconsin 

Cambridge  Business  Systems 

Chicago 

Illinois 

312  525  3900 

Wyoming 

Commonwealth  Computer  Inc. 

Overland  Park 

Kansas 

913  648  8086 

Canada 

Canadian  Micro  Distributors 

Milton 

Ontario 

416  878  7277 


PET/CBM 


Precision 
Software 


•  windows  and  margins  may  be  defined  for 
fj//PETs. 

•  use  of  all  cursor  and  edit  keys. 

•  all  characters  permitted,  except  the  double 
quote  mark  (the  double  quote  mark  is  dis- 
abled). The  colon  and  comma  are  permitted. 

•  TAB  function  can  be  simulated  without  a 
TAB  key. 

•  blinking  cursor  (without  footprints). 

•  normal  or  special  use  of  every  key. 

Program  1:  Kernel  Of  screen  Editor 

90  PRINT  HOME?;  :  REM  *HOHE?=  CHR$(19) 

100  P=PEEK(196)*256+PEEK(197)+POS(0)  :  IF  PC 

S(0)=HB  THEN  PRINT  BELL$ ;  : REM  *B 

ELL$=CHR$(7) 
110  CH=  PEEK(P) :  K=  128 
120  POKE  P,  CH+K:   T=  TIME+  30 
130  IP  TIME>  T  THEN  K=  128-K:   GOTO  120 
140  GET  Z? :   IF  ZS=  ""  OR  Z$=  QT$  THEN  130 

:  REM  *QT5=  CHR$ (34) 
200  POKE  P,  CH;  PRINT  Z$ ;  ESC?;  :  GOTO  100 

The  Kernel  Routine 

Program  1  is  the  kernel  of  a  screen  editor.  I  use 
this  in  any  program  that  involves  extensive  input. 
So  far,  that  includes  a  text  editor,  a  mailing  list 
program,  an  assembler-editor,  and  a  sales  account 
program. 

Lines 

90    Puts  cursor  in  top  left  cornur.  Not  mand.itory. 

100    p  is  ttie  location  in  screen  RAM  of  the  cursor.  If  the 
cursor  lias. idvanced  to  the  margin  minus  4  (mb), 
then  tlie  bell  rings. 

110    ch  is  the  screen  character  at  location  p. 
120-130    The  automatic  cursor,  once  a  second,  alternates  the 
character  iit  the  position  it  is  over  with  the  character 
in  reverse  video.  This  can  be  done  manually. 
Adding  1 28  to  the  screen  code  results  in  the  reverse 
video  character.  The  variable  kchanges  its  value 
every  30  jiffies  (1/2  second)  fromO  to  128,  providing 
a  simulatiim  of  the  cursor.  (It  is  assumed  that  there 
are  originally  n<->  reverse  videocharacters  on  the 
screen.  If  there  are,  change  line  1 10  to:  ch  = 
peek(p):  kc=  128:if  ch>  kcthen  kc=  -kc:  k  =  0,  and 
change  line  130  to:  if  time>  t  then  K=  kc-k:  goto  120.) 

140    The  wait  loop  illustrated  above,  with  one  dif- 
ference: the  double  quote  mark  is  disabled  so  that 
later  the  program  can  take  data  off  the  screen  using 
the  INPUT  statement. 
150  - 190    This  is  where  all  sorts  of  special  work  can  be  done. 

200    Puts  the  characterinto  its  original  video  mode  and 
prints  the  new  character.  The  program  prints  the 
invisible  cliaracter,  escS,  to  avoid  insert  mode,  and 
(CBM  8000  only)  to  prevent  the  user  from  breaking 
the  window  through  successive  HOME'S,  for 
Upgrade  RO.M  PETs,  use  POKE  205,  0.  For  Original 
PETs,  use  POKE  234,0. 

Some  Applications 

Here  are  four  examples  of  how  to  use  this  control 
of  keyboard  and  screen.  The  line  numbers  given 
replace  or  add  to  the  lines  in  Program  1. 

180     COMPUJE     MovlflSS 


1.  To  set  a  bottom  margin  and  prevent  scrol- 
ling. When  accepting  lines  by  the  screenful, 
it  is  inconvenient  to  have  hues  scroll  off  the 
top  of  the  screen.  It  takes  special  program- 
ming not  to  lose  that  data.  To  avoid  that,  I 
allow  the  user  to  work  on  only  what  can  fit 
on  the  screen,  and  I  do  not  permit  any  lines 
to  scroll  up.  Lines  200-210  work  because  a  p 
value  greater  than  34687  means  that  the  cursor 
is  on  the  last  line. 

200  POKE  P,CH:  IF  P>34687  THEN  IF  Z$=CRS  0 
R  Z5=CD?  THEN  100  :  REM  34687=327 
68+80*24-1 

210  PRINT  Z$;  ESC?;  :   GOTO  120 

(cr$  =  chr$(13)  =  car.  return, 
cdS  =  chrSd?)  —  cursor  down) 

This  kind  of  bottom  margin  that  prevents 
scrolling  is  different  from  the  CBM  8000  Set 
Bottom  command,  which  allows  scrolling. 

2.  To  set  a  top  margin  (must  be  used  with 
bottom  margin  to  prevent  scrolling).  The  PET 
stores  the  row  number  (0-24)  of  the  cursor  at 
meniory  location  216.  "tmargin"  is  the 
number  of  the  top  row  of  the  margin. 

105  IF  PEEK(216)  <  TMARGIN  THEN  PRINT  :  GO 
TO  100 

3.  To  set  a  left  margin. 

106  IF  POS(0)  <  LMARGIN  THEN  TAB(LMARGIN  - 

1);     :    GOTO    100 

4.  To  set  a  right  margin. 

115    IF    POSC0)     <    RMARGIN    then    PRINT    CHR?(15 
7  )  ;     :     Z?=    CR?     :    GOTO    200 

(chrS(157)  is  cursor  left.) 

To  develop  special  key  functions,  use  IF  state- 
ments. For  example,  the  backslash  (\ )  key  is  sel- 
dom used.  It  could  be  defined  to  print  an  often- 
used  phrase,  such  as  the  name  of  your  company. 

150  :  IF  Z?=  "\"  THEN  Z?=  "ACME  SOFTWARE,  ~ 
I^NC":  GOTO  200 

In  this  way  the  TAB  kev  for  PETs  can  be  simu- 
lated. Here  we  will  use  the  RVS  key  for  a  TAB 
key.  Tabs  are  at  5,  10,  20,  and  30. 

Given:  dim  lb(4>:  lb(0)  =  4:  tb(l)  =  9:  tb(2)  =  19: 
lb(3)  =  29:tb(4)=40 

150  IF  Z$<>  CHR9(18)  then  200 

160  X=  -1 

170  X=  X+l!  IF  POS(0)>  TB(X)  then  170 

180  POKE  P,  CH:  PRINT  TAB(TB(X))f:  GOTO  100 


Adding  Control  And  Function  Keys 

The  most  powerful  use  of  this  feature  is  the  im- 
plementation of  two-kev  sequences,  with  the  first 
key  acting  like  a  control  or  SHIFT  key.  If  desired. 


Bf^TTERkES 
knCLUDED 


village  by  the  grange,  71  mccaul  st.  (f6)  toronto  m5t  2x1     telephone  596-1405 

ARBITER  1 .4  MULTI-USER  DISK  SYSTEM  FOR  COMMODORE  4.0  COMPUTERS 

OVER  THREE  HUNDRED  IN  USE  ACROSS  ONTARIO 
Since  September  1981  BATTERIES  INCLUDED  has  been  installing  the  ARBITER  system  in  classrooms  of  Commodore  BASIC  4.0 
computers.  The  computers  are  connected  to  GBM  Disk  Drives  and  printers.  All  users  have  access  to  all  diskdrives  and  pnnters  plus  a  host  of 
commands  to  make  this  system  configuration  really  usable! 

THE  ARBITER  1  4  SYSTEM  IS  READY  TO  GO! 
FEATURES 

1)  Easy  installation  ^^  ^^  ^^  f\f\ 

2)  Uses  no  RAM  or  Utility  Sockets.  ]  SHI     C^^lvO 

3)  Up  to  32  computers  in  one  system.  1    ^bI  J 

4)  System  self  initializes  on  power  up.  ■    %^  ^^  P©!"  Unit 

5)  Operation  is  completely  transparent  to  the  user. 

6)  Extended  commands  allow  a  friendly  multi-user  environment. 

7)  System  design  virtually  eliminates  interleaved  printer  output. 
SPECIAL  COMMANDS 

fii  S  -     Allows  students  to  protect  files  with  a  five  character  password.  A  three  character  user  ID  is  forced  into  the  file  name. 

Ill  L-      Allows  the  students  to  load  protected  files  if  the  password  code  is  known. 

LISTC-Used  to  produce  program  listings  with  a  Commodore  pnnter.  Clumsy  OPEN.  CMD.  LIST.  PRINT*'.  CLOSE  sequence  not  needed.  It  over- 
comes the  listing  problems  found  on  other  multi-user  hardware  systems. 

LISTP-Lsed  to  get  program  listings  on  systems  which  have  an  ASCII  printer.  The  cursor  control  characters  are  expanded  and  displayed  in  brackets, 
e.g.  <hQme> 

ALL  FILE  TYPES  ARE  SUPPORTED  -  During  relative  or  sequential  file  access  a  delay  has  been  built  in  so  the  computer  will  retain  control  ol  the  system 

until  the  file  is  closed. 

TEACHER  UTILITY -A  utility  is  supplied  on  disk  to  allow  the  teacher  to  produce  a  hardcopy  listing  and  output  from  any  of  the  protected  or  unprotected 

files  selected.  Once  the  tiles  are  chosen  from  the  disk  directory  the  teacher  may  do  other  tasks  while  the  jOb  is  completed 

IF  YOUR  CLASSROOfJl  WAS  DESIGNED  TO  TEACH  COMPUTER  LITERACY  OR 

STRUCTURED  BASIC  THEN  THIS  SYSTEM  WAS  DESIGNED  FOR  YOU. 

Arbiter  and  Arbiter  1 .4  are  copyrights  of  Balteries  Included. 


COMMODORE  USERS 

Join  the  largest,  active  Commodore 
users  group  in  North  America  and  get— 

—  Accesstoclub  library  of  over 
3000  free  programs. 

—  Informative  club  newsletter. 

—  The  latest  information  about 
the  PET,  CBM,  VIC,  Super- 
PET  and  Commodore-64. 

Send   $20.00    ($30.00    overseas)    for 
Associate  Membership  to: 

Toronto  Pet  Users  Group 

Department  "S" 

P.O.  Box  100,  Station  'S' 

Toronto,  Ontario,  Canada  M5M  4L6 


I  FOR  YOUR  CBM  4032,  8032, 
S  8096  OR  COMMODORE  64 


PROOFREADING 

SOFTWARE 

NOW  A  50,000  WORD  DICTIONARY  ^km- 

Now  you  can  rapidly  •JimJnate  misspellings  from  your  word 
processing  text.  Spellmaster  (TM)  is  delivered  with  a  35,000 
word  dictionary,  allowing  the  user  fo  add  up  to  15,000  words 
(CBM  8050  version).  Direct  Screen  Editing  of  Mistakes.  Words 
"suspected"  to  be  incorrect  are  displayed  'reverse  video  '  on  the 
screen;  simply  correct  the  mistakes  and  resave  your  corrected  file. 
Add  Words  to  Dictionary  with  a  Single  Keystroke!  Spellmaster 
makes  it  easy  to  Permonently  Add  any  correctly  spelled  work  in  your 
text  to  your  User  Dictionary.  100%  Machine  Language  Speed 
allows  a  large  word  processor  textfile  to  be  Proofread  in  2  minutes  or 
less.  Uses  dictionary  of  LITERAL  WORDS,  not  imprecise  rootword 
approach.  Specialized  medical  and 
legal  dictionaries  are  available. 
Menu-Driven  and  User  Friendly. 
Compatible  with  Commodore  1541, 
2040, 4040  and  8050  Disc  Drives. 


"HIGHLY 
RECOMMENDED" 

Jim  StrosmQ — 
Micro  Magoiine  Dec.  '82 

"SPELLMASTER  IS  AN 

EXCELLENT  MACHINE 

LANGUAGE  PROGRAM' 

I  Robert  Baker  — 
Micro  Computing  Magozine 
i       Jon. -83 


Jh 


^0^     SPECIAL 


CBM  64 

VERSION 


spemWaster 


May  1983     COMPVH!     181 


every  key  can  be  given  an  additional  meaning. 
The  CBM  8000  offers  many  special  editing  features 
that  do  not  correspond  to  a  single  key. 

I  designated  one  key,  the  backslash,  as  a  con- 
trol key.  (This  special  key  can  be  any  one  of  your 
choosing.  The  keys  are  all  soft  now.  If  you  are 
using  Charles  Brannon's  Kevprint  utility,  change 
the  definition  of  B$  below.)  Certain  keys  after  a 
backslash  were  given  new  functions.  If  the  keys 
are  not  preceded  by  a  backslash,  they  operate 
normally.  The  four  special  edit  functions  I  im- 
plemented are:  delete  line  (\DEL),  insert  line  {\ 
INST),  erase  end  (\CRSR  right),  and  erase  begin 
(\  CRSR  left).  Given:  BS  =  "  \  " 

150  IF  ZS  <>  B$  THEN  200 

155  POKE  P,  CH+  128:  REM  REVKRSB  CHAR  SO  U 

SER  KNOWS  PROGRAM  WAITtNG  FOR  tlEX 

T  KEY 
160  GET  Z? :   IF  Z?=  ""  THEN  160 
170  IF  Z5=  CHR?(148)  THEN  Z$=  CHR5(149):  G 

OTO  200 
175  IF  Z?=  CHR?C20)  THEN  Z5=  CHR5(21):  GOT 

0  200 
180  IF  Z?=  CHR5(29)  then  2?=  CHR5(22):  GOT 

0  200 
185  IF  Z?=  CHR$(157)  THEN  ZS=  CHRS{150);  G 

OTO  200 
190  Z$=  ""  :  REM  INVALID  KEY  HIT;  IGNORE  B 

ACKSLASH 

Another  use  of  this  feature  allows  vou  to 
define  the  keys  to  have  certain  string  values.  In  a 
mailing  list  program,  1  allowed  the  user  to  define 
up  to  four  keys.  The  user  (in  my  area)  might  define 
them: 

\in  =  "Mr.  and  Mrs.  " 
\d  =  "Dr.  and  Mrs.  " 
\p  =  "Philadelphia  PA  191" 
\n  =  "New  York  NY  100" 

Both  the  keys  used  and  the  strings  assigned  are 
changeable. 

Accepting  Data  From  The  Screen 

The  PET  has  a  feature  that  makes  accepting  a 
screenful  of  data  possible:  an  addressable 
keyboard  buffer.  Here  is  how  the  screen  can  be  ac- 
cepted: 

Given:  dim  a$(24) 

Given:  inS=chr$(148)  H- ql$  +  esc$  +  chr$(157H-chrS 
(148)  +  chr$(148) 

chrS(148»  is  the  insert  key;  chr$(157)  is  the  cursor  left. 
(Due  to  the  use  of  esc$,  PET  <4.0  may  have  to  use  a 
POKE  statement  to  gel  out  of  quote  mode.) 

Importanl  restriction:  The  maximum  length  of  the 
hne  is  three  less  than  the  screen  width;  for  ex- 
ample, 80  -3  =  77.  This  can  be  enforced  by  using 
either  a  left  or  right  margin  (explained  above). 
Here's  the  program  to  accept  the  screen: 

400  PRINT  HOME?;  HOME?  :    FOR  1=1  TO  10:  GE 

T  Z?:  NEXT  I  :  REM   EMPTY  BUFFER 
410  FOR  1=  0  TO  24 


420  :   POKE  623,  13:   POKE  158,  1 
430  :   PRINT  IN$;  :   INPUT  A? ( I ) 
440  :   NEXT  I 

The  whole  screen  is  now  in  aS  array.  One 
other  restriction:  it  is  important  that  no  key  be 
struck  during  the  few  seconds  required  to  accept 
the  screen. 

The  screen  is  altered  after  in$  is  printed.  This 
is  not  important  if  the  next  action,  for  example,  is 
to  print  the  menu.  If  it  is  important,  all  traces  can 
be  erased  by  printing  deletes.  But  then  only  24 
lines  at  a  time  can  be  taken  in:  the  top  24  for  other 
than  CBM  8000,  or  the  bottom  24  with  CBM  8000 
and  the  use  of  the  scroll  down  command.  This  is 
because  a  carriage  return  will  be  executed  after 
the  last  INPUT  command.  If  the  bottom  screen 
line  is  INPUT,  then  when  the  carriage  return  is 
executed,  the  line  will  scroll  up.  I  take  only  24 
lines  at  a  time  anyway,  in  order  to  use  the  top  line 
for  instructions  and  messages. 

Speed:  The  routine  in  Program  2  is  very  fast. 
It  will  accept  typing  at  the  rate  of  1 10  words  a 
minute.  Three  things  are  done  to  attain  this  speed. 
All  constants  are  replaced  by  variables.  The  vari- 
ables used  most  often  are  the  first  defined.  And 
the  routine  is  written  into  the  first  lines  t)f  the 
program. 

Program  2  is  an  example  configuration  for  a 
CBM  8000.  Lines  100-220  are  the  GET  routine. 
Lines  300-420  are  for  the  programmer  to  define 
his  special  functions.  After  a  double  backslash 
(  \\),  the  data  on  the  screen  is  accepted  into  aS 
array  in  lines  500-660.  The  top  line  is  used  for 
messages.  A  **\\  appears  in  the  top  right  corner 
when  \\  is  hit  so  that  the  user  knows  another 
keystroke  is  needed.  The  text  data  is  displayed  in 
screen  pages  of  24  lines  each.  The  routine  corrects 
for  the  insertions  and  deletions  of  lines.  The  screen 
will  not  scroll.  Lines  1000-1100  define  the  variables 
and  constants  (order  is  important).  Lines  2000- 
2200  are  the  beginning  of  a  main  program. 

Since  the  strings  in  the  a$  array  may  contain 
commas  and  colons,  the  strings  must  be  enclosed 
in  quotes  to  save  on  tape.  Also  the  a$  array  may 
contain  null  strings.  The  PET  cannot  read  a  null 
string  from  tape.  Therefore,  use  the  following  for 
reading  and  writing: 

100  FOR  1=  0  TO  LAST 

110  PRINT#1,  QT$;  CHR${32);  A5(l)r  QT? ;  C 

R$;  :  NEXT  I  :REM  ';CR?r'  IS  FOR 

<  4.0  ONLY 
200  FOR  1=  0  TO  LAST 
210  INPUTtl,  Z$:  A?(I)=  HID?(Z$,2)  :  NEXT 

I 

(  chr$(32)  may  be  almost  any  character,  since  it  is 
discarded  upon  reading.) 

Program  2:  Example  screen  Input  Routine 

10  REM*****   EXAMPLE  SCREEN  INPUT  ROUTINE 


182     COMWH!     Mav1983 


20  GOTO  1000 

30  : 

100  REM**   GET  ROUTIME 

110  PRINT  ESC$,  HOME?;  :   DL=  0:   IN=  0 

120  P=  PEEK(PH)*SB+  PEEK(PL)+  POS{0);  IF  P 

OS(0)=  MB  THEN  PRINT  BELL$ r 
130  CH=  PEEK(P):  KC=  KD:  K=  KC:  IF  CH>=  KC 

THEN  KC=  -KC:  K=  0 
140  POKE  P,  CH+K:   T=  TIME+  THIRTY 
150  IF  TIME>  T  THEN  K=  KC-K:   GOTO  143 
160  GET  Z$:   IF  Z?=  ""  OR  Z$=  QT$  THEN  150 

170  IF  Z5=  as?  THEN  300 

180  :       :        : 

190  :       :        : 

200  POKE  P,  CH:  IF  P>  LROW  THEN  IF  Z$=    CR? 

OR  25=  CD?  THEN  120 

210  PRINT  Z$;  ESC$ r  :   GOTO  120 

2  20  : 

300  REM**   SPECIAL,  FUNCTIONS 

310  POKE  V,  42:   POKE  V+1,  42:   POKE  V+3 , 

28    :REM   DISPLAY  **  \ 
320  POKE  P,  CH+KC:   Z$=  ""    :REM   INVERSE 

CHARACTER 
330  GET  X5:   IF  X$=  ""  THEN  330 
340  IF  X?=  "M"  THEN  Z5=  "MR.  AND  MRS.  ": 

GOTO  400 
350  IF  XS=  "P"  THEN  Z$=  "PHILADELPHIA  PA  1 

91":   GOTO  400 
360  IF  XS=  CHR$(20)  THEN  Z5=  CHR?(2l):  DL= 
DL+1:  GOTO  400   :REM  DELETE  LINE 

370  IF  X;$<>  CHRS(14a)  THEN  400    :  REM  INSE 

RT  LINE 
380  Z$=  CHR$(149):   IF  DL=  0  THEN  IK=  IN+  ~ 

1  :   GOTO  400 

3  90  DL=  DL-  1    :REM   EXCESS  DL'S  SO  ROOM 

FOR  INSERT 
395  : 
400  FOR  1=  V  TO  V+3:   POKE  I,  32:   NEXT  I  ~ 

:REM   CLEAR  **  \ 
410  IF  X$<>  BS$  THEN  200 
420  : 

500  REM**   ACCEPT  SCREEN 
510  POKE  P,  CH:   PRINT  HOME? r  HOME?    : REM 

BREAK  WINDOW 
520  REM*   INSERT  LINES  IP  NECESSARY 
530  IF  IN=  0  THEN  550 
540  FOR  1=  24*10-IN  TO  PG+24-IN  STEP  -1:  A 

$(I+IN)=  A?(I) :   NEXT  I 
550  FOR  1=  0  TO  23     :REM   ACCEPT  SCREEN  H 

ERE 
560  :   POKE  623,  13:   POKE  158,  1 
570  :   PRINT  IN?r  :   INPUT  A?(PG+l) 
580  :   PRINT  DEL? 
590  :   NEXT  I 
595  PRINT  HOME?;  CHR?(153);     : REM   SCROLL 

DOWN 
600  REM*   SQUEEZE  TOGETHER  IF  NECESSARY 
610  IF  DL=  0  THEN  640 
620  FOR  1=  PG+24  TO  10*24:  A?(l-DL)=  A? ( I ) 

:  NEXT  :REM   SHIFT  LEFT 
630  FOR  1=  10*24-DL  TO  10*24:  A?(l)=  "":  N 

EXT   :REM  CLEAR  DUP ' D  LINES 
640  RETURN 

650  REM**   END  ROUTINE 
660  : 
1000  REM***   IMPORTANT  CONSTANTS  AND  VARIAB 

LES,  IN  ORDER 
1010  Z?="":  P=0:  CH=0:  K=0:  T=0 :  THIRTY=  30 

:  KC=0:  KD=  128 
1020  PH=  197:  PL=  196:  88=  256:  MB=  74 
1030  QT?=  CHR?(34):  BS$=  CHR$(92):  ESC?=  CH 

R?(27) 


1040  LROW=  32768+  24*80  -1 

1050  CR?=  CHR?(13):  CD?=  CHR?(17):  X?="" 

1060  IN$=  CHR?(148)+  QT?+  ESG$+  CHR?(157)+ 

CHR?(14B)+  CHR?(l4a) 
1070  DEL?=  CHR?(145)+  "    "+  CHR9(20)+  CHR? 

(20)+  CHR?(20) 
1080  V=  32768+  75:   DIM  A?(10*24)    : REM   1 

0  PAGES  OF  24  LINES  EACH 
1090  HOME?=  CHR? (19):   CLS?=  CHR? (147):   CU 

?=  CHR? (145):   LC?=  CHR? (157) 
1100  : 

2000  REM****   MAIN  PROGRAM 
2010  PRINT  HOME?;  HOME?;  CLS? :   POKE  59468, 

14   :REM   SET  TEXT  MODE 
2020  PRINT,,  "SCREEN   INPUT   PROGRAM" 
2030  PRINT,,  "    BY  CRAIG  DISSTON" :  PRINT: 

PRINT 
2040  PRINT  "ENTER  THE  PAGE  NUMBER  OF  TEXT  T 

0  ENTER  OR  EDIT"; 
2050  PRINT  "    0";  LC?;  LC? ;  LC? ;  :  INPUT  P 

AGE 
2060  IF  PAGE<  1  OR  PAGE>  10  THEN  2040 
2070  PRINT  CLS? 
2080  PG=  (PAGE-1)*24  +1 
2090  FOR  1=  PG  TO  PG+  22 
2100  :   PRINT  A? (l) 
2110  :   NEXT  I 
2130  PRINT  HOME?;  "ENTER  TEXT  FOR  PAGE";  PA 

GE;  LC?;  ":" 
2140  PRINT  CHR? (15)    :REM   SET  TOP  MARGIN 
2150  : 

2  160  GOSUB  100 
2170  : 

2180  GOTO  2000 
2190  REM*****   "END  PROGRAM."  Q 


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May  1983    COMPUTE!     183 


VICSTATION: 

A  "Paperless  Office" 


Joel  Peter  Anderson 


Don't  neglect  your  VIC  when  you  have  paperwork  to 

do.  With  this  program,  you  can  create,  review,  and  edit 
text  files  -  bringing  you  one  step  closer  to  a  paperless 
office.  Along  loith  VICSTATION  are  two  application 
programs  that  can  use  the  files  created  by  VlC's  Line/ 
Pro.  Also,  there  are  some  ideas  on  using  the  VIC  as  a 
smart  terminal  for  telecommunications. 


Why  did  you  buy  your  VIC?  Maybe  you  saw  it  as 
a  "smart"  game  machine,  or  perhaps  as  an  educa- 
tional tool  -  or  you  could  have  seen  it  as  an  inex- 
pensive way  to  get  into  word  processing.  What- 
ever the  reason,  you've  no  doubt  learned  that  the 
VIC  can  do  quite  a  lot,  probably  more  than  you 
ever  expected! 

I  have  a  friend  who  owns  a  computer  with 
more  memory  than  mine.  He  had  bought  a  word 
processing  program  to  use  on  his  system  and  was 
describing  how  it  worked. 

"But  you  haven't  got  a  printer,"  I  pointed 
out,  "what  good  is  a  program  like  that?" 

He  explained  that  it  was  very  good  indeed. 
Even  if  he  had  to  type  his  final  copy  by  hand,  the 
word  processor  could  be  used  very  effectively  to 
produce  the  rough  draft. 

That  was  something  I  had  never  thought  of 
before.  I  wasn't  planning  on  expanding  mv  system 
for  a  long  time,  but  I  had  a  good  electric  typewriter 
-couldn't  1  come  up  with  some  way  to  have  my 
VIC  work  up  the  rough  drafts?  Besides  that,  maybe 
some  things  could  just  as  well  be  written  and  saved 
as  tape  files. 

I  came  up  with  the  program  presented  here  - 
a  line  editor  that  can  create,  review,  and  edit  text 
files  -  a  start  on  a  "paperless"  office.  Along  with 
the  editor,  I've  included  two  application  programs 
which  can  use  the  files  created  by  VIC's  Line/Pro. 

Program  1  is  all  you  need  to  get  started. 

184    COMPUIF!     Mav19B3 


RUNning  the  program  will  give  you  a  display 
LINE/PRO  and  a  list  of  reserved  words.  These  are 
very  important  (more  about  these  in  a  minute). 

To  begin  using  the  editor,  hit  any  key.  The 
screen  will  clear,  and  a  green  cursor  will  flash  in 
the  upper  left  corner.  Type  a  line,  hit  RETURN, 
and  the  line  will  appear  as  blue  text  in  the  lower 
portion  of  the  screen  about  four  lines  down  front 
the  top.  As  you  continue  to  type,  each  line  (up  to 
88  characters)  will  appear  below  the  text  already 
entered.  As  you  will  see  when  you  have  more 
than  a  screen  of  information,  the  entire -text  en- 
tered scrolls  past  after  each  line.  If  you  want  to 
quickly  review  what  you've  written,  press  the 
CTRL  key  to  slow  it  down. 

Two  cautions;  Input  is  through  a  special 
INPUT#  statement,  so  if  you  want  to  include 
commas  or  colons,  you  have  to  enclose  the  entire 
line  in  double  quotes.  And  obviously  you  can't 
use  double  quotes  in  your  text.  I  usually  use  two 
apostrophes. 

The  reserved  words  are  invoked  by  entering 
each  word  in  lowercase  alone,  as  input.  If  you 
want  to  have  that  word  as  part  of  the  text  all  by 
itself,  enter  it  as  "read"  (enclosed  in  double 
quotes,  with  an  extra  space  following).  The  pro- 
gram will  see  it  as  five  characters  long  and  ignore 
it.  Any  line  beginning  with  a  reserve  word,  such 
as  "reading  is  a  pleasure,"  will  not  be  picked  up. 
The  same  trick  is  used  to  indent  text  -  "  text" 
indents  the  word  "text"  three  spaces.  The  follow- 
ing reserve  words  pass  control  temporarily  to 
special  subroutines: 

SAVE 

This  is  used  to  put  your  current  text  onto  tape.  A 
corresponding  routine,  BYBY,  is  always  used 
following  one  or  more  SAVEs.  Although  it  is  op- 
tional, when  SAVEing,  a  file  name  is  requested 


"■■<Qii]PU  5E[\i5Ei:/ 


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CPV-31     Data  Files  -  your  storage  is  unlimited  14,95 
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CT-125     Tot!  Text  BASIC  15.95 

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CT-140    TotI  Text  Enhanced  29.95 

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CT-4     Business  Inventory  •  to  maintain  record  oi  inventory  15.95 

OS             Home  Inventory  -  lists  your  home  belongings  17.95 

CS         Check  Minder  -  |V-20  &  64)  14^95 

keep  your  checkbook  the  right  way 

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CS 

CHC-504 

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CHC-502 

CHP-102 

CFC 

CPV-327 


HESMON  -  machine  language  monitor  w  mini-assembler   34.95 


6S02  Professional  Development  System  29.95 

Data  Flies  -  a  management  program  27.95 

HESCOM  -  transfers  data  and  programs  biljirection-  40.95 

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CPV-328      HESCOUNT-  monitors  program  eieculion  19.95 

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Disk  29.95 

CPV-220     Client  Tickler  16.95 

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CPV-224    Deprecialor  9.95 

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CPV-251     Present  Value  10.95 

CPV-269     Super  Broker  12,95 

CPV-270      Syndicator- calculates  whether  to  buy  or  sell  13.95 

CPV-274     Ticker  Tape  -  maintains  investments  prolile  14.95 

CPV-276     Un-Word  Processor  -  screen  editor  16.95 

CPV-286     Phone  Directory  -  never  lose  a  phone  number  again  9,95 

CS-111       Checkbook- home- oitiiiy' program  14,95 

CPV-294     Calendar  My  Appointments  -  prmi  a caier^oar  14.95 

lor  every  month  in  any  year 

CPV-296       The  Budgeter  -  place  your  personal  finances  in  order  12.95 


CSl 


QUICK  BROWN  FOX 

The  Word  Processor  of  this  decade' 


S60.50 


VIC-1211A 


COMMODORE  SOFTWARE 

ViC-20  Super  Expander 


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Everything  Commodore  could  pack  inTO  one  cartridge -3K  RAM  memory  ekpansion 
high  resolution  graphics  plQlIing,  color,  paint  and  sound  commands  jraphjc  te«t. 
multicolor  and  music  modes  T02ilii1024  dot  screen  plotting  All  commands  may  be 
typed  as  new  BASIC  commands  cr  accessed  Dy  hitting  one  of  the  yiCs  special 
lunction  keys  Includes  tutorial  instruction  book  Bxcellerl  lor  atl  programming  levels 
\/IC-1212  Programmer's  Aid  Cartridge  S45.99 

kiore  than  20  new  BASIC  commands  help  new  and  experienced  programmers 
renumber  trace  and  edit  BASIC  programs  Trace  any  program  line-by-lme  as  it 
executes,  pause  to  edit  special  key  command  lets  programmers  redefine  function 

keys  as  BASIC  commands  subroutines  or  new  commands 

VIC-1213  VICMON  Machine  Language  Monitor  548  99 

Helps  machine  code  progfammers  write  fast  elticient  650?  assembly  language 
pfograjns  incJuOes  one  ime  assembler  disassembler 


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CC58  ASlrObiltZ  -  Tmsgime  IS  challenging  I  ven  to  J  S39.95 

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CC98  Serpentine  -  This  game  will  lest  your  ratience  4  39.95 

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GC101  Chopllfter  -  'lescue  I  hi!  American  hostages  i  return  39.95 

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VlC-20*  IS  a  registered  trademark  of  Commodore 


WRITE 

FOR 
FREE 

RR 

CATALOG 

and  prompts  are  printed  for  the  datasette.  In  a 
series  of  SAVEs,  the  file  name  is  only  requested 
the  first  time  -  when  opening  the  file.  When  the 
text  is  saved,  control  returns  to  the  main  program, 
but  now,  there  is  no  text  in  memory.  If  you  don't 
want  to  add  any  more  to  the  text  file,  type  "byby". 
This  closes  the  file  and  ends  the  program. 

If,  on  the  other  hand,  you  want  to  create  a 
longer  file,  and  there  is  no  limit  to  the  length  of  a 
tape  file  other  than  the  length  of  the  tape  itself, 
then  go  back  to  entering  text,  editing  it,  and  typing 
"save"  again,  as  many  times  as  you  like.  You  very 
likely  will  wind  up  with  a  file  longer  than  this 
program  can  handle  -  but  more  about  that  later. 

Important  note:  the  closing  subroutine 
"byby"  prints  the  character  "£"  as  an  end-of-file 
marker,  so  you  can't  use  that  in  your  text.  If  you 
can't  live  without  that  character,  change  lines  310 
and  670  to  use  some  other  odd  character.  You'll 
also  have  to  change  the  application  programs 
because  they  expect  the  character  "£"  to  end  text 
files. 

EDIT 

The  edit  routine  allows  you  to  move  line-by-line 
through  your  text  -  a  handy  way  to  review  what 
you  have  written.  You  can  page  through  a  text  as 
much  as  you  want,  and  you  can  also  change,  in- 
sert, and  delete  anything  on  any  line.  This  also 
uses  an  INPUT#  statement,  so  the  same  caution 
as  above  applies.  When  you  hit  a  line  that  needs 
changes,  press  F7  and  change  the  line  however 
you  like  as  long  as  it  doesn't  become  longer  than 
88  characters.  To  get  quickly  to  something  at  the 
end  of  a  text,  page  backwards  past  the  beginning 
and  you  will  be  at  the  end  of  the  text  (sorry,  this 
doesn't  work  going  forward  -  getting  to  the  end 
exits  the  "edit"  routine). 

READ 

This  slowly  displays  the  entire  text  in  memory. 
To  pause  after  any  line,  just  hit  the  space  bar;  to 
resume,  press  it  again.  At  the  end  of  the  text,  the 
program  will  wait  for  you  to  hit  the  space  bar  to 
return  to  the  main  program. 

TAPE 

"What  do  I  do  with  these  tape  files?"  you  may 
wonder.  Well,  by  typing  in  "tape"  you  can  reenter 
them  into  the  program  ~  for  review,  editing,  to 
graft  them  onto  another  file  -  anything  you  want 
to  do  as  long  as  you  don't  exceed  the  50-line  limit. 
Also,  you  cannot  use  it  once  SAVE  has  been 
invoked. 

By  the  way,  if  vou  ever  do  get  kicked  out  of 
the  program,  type  "GOTOUO"  to  return  to  the 
main  program. 

BYTE 

This  last  reserved  word  gives  you  a  quick  report 
of  what  line  you're  on  and  how  many  characters 

186    COMPUTE!    May19S3 


remam  m  memory. 

FILE  READER 

Program  2  is  what  you  do  when  your  files  get  too 
long  for  memory.  The  file  reader  will  display  a 
tape  file  on  the  screen,  and  pause  for  any  key- 
strokes, except  for  Fl,  which  ends  the  program. 

When  the  end  of  a  file  is  reached,  the  program 
goes  into  an  infinite  loop  which  ends  either: 

•  when  you  press  Fl  to  terminate  the  ses- 
sion or 

•  when  you  press  F3  to  search  for  the  next 
file  on  the  tape. 

DUMBTERM 

Program  3  is  a  modification  of  a  program  that 
appeared  in  the  August  1982  issue  of  COMPUTE!, 
"VIC  Communications:  The  RS-232  Interface." 
What  I  have  done  is  add  several  features  to 
smarten  up  this  "dumb  terminal." 

I  noticed  that  several  programs  I  used  for 
terminals  had  features  where  special  messages 
(passwords,  i.d.'s,  etc.)  were  often  just  printed 
directly  to  the  RS-232  Interface  without  any  trans- 
lation. As  an  experiment,  I  tried  doing  that  with 
an  INPUT#  statement.  What  I  got  was  a  simple 
way  to  have  a  screen  editor  built  into  vour  termi- 
nal. To  use  this,  hit  F3  -  a  red  ?  will  appear,  and 
the  cursor  will  turn  red.  As  long  as  you  don't  care 
about  upper-  or  lowercase,  this  will  give  you  the 
ability  to  move  the  cursor  back  within  the  text  on 
your  screen,  modify  it,  and  then  send  it  back  over 
the  terminal. 

I  have  found  this  very  handy  for  editing  pro- 
grams. The  host  computers  I  use  support  a  line- 
based  text  editor.  Often  I  use  the  editor  to  first 
delete  the  line  I'm  changing  (it  prints  it  out  for 
verification)  and  then  modify  it  and  send  it  back 
using  the  screen  editor.  Be  careful  to  enclose  any- 
thing using  commas  or  colons  within  double 
quotes. 

The  escape  key  (Fl)  is  simply  a  way  to  exit  a 
line  being  entered.  The  control  "c"  (F7)  is  included 
because  the  host  computers  I  use  have  that  as  an 
exit  character  in  various  programs.  You  can  change 
it  to  whatever  character  your  local  mainframes 
require.  Simply  change  the  CHR$(3)  in  line  2000 
to  CHR$(1)  for  "a"  and  so  on. 

Finally,  the  "tape  file"  command  (F2)  will 
take  any  tape  file  and  send  it  over  the  terminal. 
Like  the  screen  editor,  this  command  doesn't 
translate;  it  just  sends  the  characters  over,  so  forget 
upper-  and  lowercase.  I  know  from  experience 
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appended  to  a  current  file.  Also  it  is  necessary  to 
instruct  the  host  computer  to  go  to  half  mode  - 
the  program  prints  the  text  file  on  the  screen 
during  transmission. 


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Half  Mode 

There  is  another  reason  for  that  last  instruction. 
It's  the  reason  this  trick  can  work  at  all. 

To  quote  Butterfield  and  Law,  in  the  article 
mentioned  above,  "You  can't  use  the...  cassette 
tape  while  the  RS-232  is  in  gear."  You  shouldn't 
be  able  to  send  text  via  the  modem  from  the  cas- 
sette. I  tried  it  and  you  can't  -  unless  you  tell  the 
host  computer  to  stop  echoing  your  message.  If 
you  do  that,  your  text  will  go  over  intact  with 
perhaps  a  few  glitches  (it  pays  to  check  it). 

This  feature  has  been  very  handy.  When  I 
am  paying  for  my  computer  time,  or  doing  school- 
work  within  a  limited  amount  of  computer  time,  I 
find  it  helps  to  begin  writing  a  program  on  my 
home  computer  and  then  send  it  to  the  mainframe 
for  editing  and  implementation.  Also,  the  main- 
frames I  use  support  a  type  of  word  processing. 
This  means  that  a  text  created  and  edited  with 
Line/Pro  can  be  formatted  and  printed  (on  a 
printing  terminal)  in  a  nice  final  copy. 

The  effectiveness  of  this  may  vary  on  systems 
other  than  the  CDC  Cyber  I  am  familiar  with.  I 
think,  though,  that  you  will  find  this  a  simple  but 
effective  way  to  use  your  VIC  to  do  some  powerful 
things. 

Note:  The  character  which  appears  as  a  backslash  (\) 
in  Programs  1-3  should  be  typed  as  the  British  pound 

symbol  (£)  on  the  VIC  keyboard. 


Program  1:  Line  Editor 


{rev]line/pro" 
right}this  line-pro 


OF 


10  PRINT"  [clear] 

20  PRINT" {02  down) {02 

CESSOR" 
30  PRINT"WILL  EDIT  AND  SAVE  A   SERIES 

LINES  (NO     LIMIT,  HOWEVER  ONLY  ~ 
50  "; 

taken  at  a  time) . " 
right}save{04  right)re 


40 
50 

60 

70 

80 

90 

100 

110 

120 

130 

140 

150 


print"lines  are 

print" {down} [02 

AD" 
PRINT" [down] [02 

PE" 
PRINT" [down) [02 
PRINT" (down) {02 


right]edit{04  right}ta 

RIGHT iBYBY" 

rightIbyte" 


GETA?:IFA?=""THEN90 
DIMW? (50) 

PRINT" {clear! ";CHR5 (14) 
FORX=1TO104:B$=B$+"  ":NEXTX 
OPEN1,0,0 
PRINT" {home] "; CHR? (30) ; B$ ; " {HOME  J "; 

INPUT#1,A5 
160  PRINT" [BLU]"; : IFLENCa? )=0THEN140 
170  IFLEN(A?)=4THENGOSUB230 
180  IFLEN(A?)=0THEN140 
190  W$(l)=A$:PRINT"{02  DOWN) " 
200  PRINT" {clear} ";B?:FORX=0TOL:PRINTW$(X) 

: NEXTX 

L=L+1 :GOTO140 

REM  CONTROL  ROUTINE 

IFA$="EDIT"THENA$=" " : GOSUB490 

IFA$= "SAVE"THENA?= " " : GOSUB420 

IFA$="BYTE"THENA$="":GOSUB720 

IFA?="BYBY"THENA?="":GOSUB300 

IFA$="READ"THENA$="":GOSUB330 


210 
220 

230 
240 
2  50 
260 
270 


POKE36S79, 110; 
PRINT 


FOR 


THENGO 


: RETURN 


W$(G 


PAG 


280  IFA$="TAPE"THENA?="":GOSUB640 
290  PRINT" {clear} "; :RETURN 

300  remend  of  file 

310  PRINT#2,"{F1]\\\\" 
3  20  CLOSE2;END 
330  REM  FILE  REVIEW 
340  PRINT" [clear! EGRN] 

G=0TOL-1:FORX=1TOLEN(W5 (G) 

MID?(W$ (G),X,1); :NEXTX 
350  FOR  D=1TO300:NEXT:GETR$ :IFR$=" 

SUB390 
360  PRINT :NEXTG 
370  GETR$:IFR$=""  THEN  370 
380  POKE36879,27:PRINT" [clear! 
3  90  FORXX=1TO10:GETR?:NEXTXX 
400  GETR?:IF  R?=""THEN400 
410  RETURN 

420  IFFL$="OPEN"THEN450 
430  FL$="OPEN": INPUT"TITLE";T? 
440  0PEN2, 1,1, T$ 
450  FORG=0TOL-1 
460  PRINT#2,W$Cg):W?(g)="" 
470  NEXTG:L=0 
480  RETURN 

490  REM  EDIT  ROUTINE 
500  INPUT"CLEAR  IT  ALL";R$ 
510  IF  LEFT?(R$, 1)="Y"THENFORG=0TOL+1: 

)  =  " " : NEXT : L=0 : RETO  RN 
520  PRINT" {clear} {04  DOWN] {rEV}f5 [OFF! 

E  FORWARD {down! ": PRINT" [REV!f3[0F 

off]  PAGE  BACKWARD[DOWn} ":PRINT"{ 

rev}f7[off}  input  NEW  line[down)" 


5  30  FORG=1TO1000:WEXTG: PRINT" {clear} " 
540  FORG=0TOL-1 

550  print" [home] ";CHR?(30);3$; "{hOME} "j 

560  PRINTW$ (G) ; " [home} "; 

570  GETRS:IFR5<> "{f7} "ANDR5<> "[F5} "ANDR$ <> 

"{F3}"THEN570 
580  IFR$="[F3} "ANDG=0THENG=L-1:GOTO550 
5 90  IFR$= " [ F3 } "ANDG < > 0THENG=G-1 : GOTO550 
600  IFR$="[F5}"THEN620 
610  INPUT#1,W$ (g) 

6  20  NEXTG 
6  30  RETURN 

640  REM  TAPE  INPUT 

6  50  INPUT" [clear] FILENAME" ; F$ : 0PEN2 , 1 , 0 , F$ 

:PRINT"FILE  OPEN,  BOSS" 
660  FORX=LTO50 
670  GET#2,L$:IFL$="\"THEN  L=X:PRINT"{ 

clear] " : CLOSE2 : RETURN 

6  80    IF    L$=CHR?U3)THENNEXTX 
690    IFX>50THENCLOSE2:L=X: RETURN 
700    W?(X)=W$(X)+L$ 

710    GOTO670 

7  20  REM  BYTES  FREE 

730  PRINT" [clear] {02  DOWN} [02  RIGHT] {DOWN! 

BYTES  FREE" 
740  PRINT"{04  RIGHT] {down] ";FRE(X):PRINT"{ 

down] [rev]line":L 

750  FORG=1TO1500 -.NEXTG:  PRINT"  {clear}  "r 
7  60  RETURN 
770  END 

Program  2:  File  Reader 

20  REM  VIC  STATION  -  FILE  READER 

30  PRINT"[CLEAR} "?CHR5(14) 

40  PRINT" {clear} {02  DOWN) [REV] [GRN]     FI 

LE@READER        {blU}[OFF]" 
50  PRINT"[03  DOWN]tHIS  FILE  READER  WILL  0 

PEN  A  FILE  ON    TAPE" 


lea     COMPUTI!     May  1983 


COMMODORE 
SUPPORT  HOUSE 


ONE  STOP  CENTER 
for 


C^  commodore 


DES-VILLE     SOFTWARE 

division  otDES  Data  Equipment  Supplf  Corp. 


BONZO  (c)  by  Kavan 


HOPPER 


LASER  COMMAND 


m 


ASTRO-MINERS 


One  of  the  most  popular  games  in 
Europe.  You  control  Bonzo  as  tie 
climbs  the  ladders  and  picks  up 
point  blocks.  Watch  out  tor  the 
alien  guards.  Excellent  graphics 
&  sound.  100%  mactiine  code. 
Joystick  or  keyboard.  11K+. 
S20.00 


Rated  a  five  star  game  by 
Creative  Computing.  Avoid  the 
cars,  buildings,  logs  and  other 
obstacles  to  bring  the  frog  home, 
fulachine  language.  Joystick.  5K. 
$20.00 


You  are  the  commander  of  a 
squadron  of  laser  ships.  It  is  your 
duly  to  defend  the  cities  of  earth 
against  incoming  aiien  attack. 
Spectacular  graphics  and 
machine  code  for  super  last  ar- 
cade fun.  Joystick.  5K. 
$20.00 


Pilot  your  craft  to  scoop  up 
asteroids  and  fill  your  craft  wilfi 
ore.  Be  careful  of  oversized  or 
fast  moving  asteroids,  they  can 
destroy  you.  Don't  take  too  long 
or  you  will  run  out  of  fuel.  Get 
enough  ore  for  another  trip.  Hi- 
res graphics  &  sound.  Joystick  & 
keyboard.  11K-r 

$i7.n) 


Lunar  Command  $16.00 

Descend  in  your  lunar  module.  Rescue 
the  astronauts  on  tJie  surface.  Walch 
out  lor  meteors  racing  across  the  sky, 
and  bad  terrain.  Smooth  graptlics. 
Joystick  or  keyboard.  5K. 

Snackin  $20.00 

Very  last.  Hi-res  graphics  &  sound. 
Four  dilferenl  mazes.  Joystick  or 
keyboard.  11K+ 

Star  Dstandar  $20.00 

Very  last,  Hi-res  graphics  &  sound.  Can 
you  save  your  citizens  from  the  aliens  ? 
Joystick.  11K+. 

Slack  Cattle  $20.00 

Adventure  !  Travel  the  countryside.  You 
quest  for  magic  rings  that  will  open  the 
doors  to  tho  Black  Castte.  1  -9  players. 
aK  +  . 

Boas  (c)  by  Kavan  $39.95 

Best  computer  chess  on  the  market.  10 
levels,  2  clocks.  Hi-res  graphics.  100% 
machine  code.  11K+. 


Pit  (c)  by  Kavan  $1S.ao 

Bonzo  iS  back  again  as  he  taites  money 
out  01  ttie  pit.  Hi-res  graphics  i  sound, 
100%  machine  code.  Joystick  or 
keyboard.  5K. 

Blockade  by  (c)  Kavan  $18.00 

Alien  ships  are  attacking  your  ship. 
Destroy  them  with  your  laser  blaster. 
Machine  code.  Keyboard.  5K. 

Vic  Yahtzee  S12.00 

Solitaire  version  of  famous  dice  game. 
Requires  skill  &  slrategy.  5K- 

3-D  Labyrinth  $1Z00 

Escape  from  the  labyrinth  shown  in  3-D 
perspective.  Keyboard.  5K. 

Race  acroft*  the  tJ.S.A.  $15.00 

Text  racing  adventure!  Can  you  get 
across  the  U.S.A.  7  Keyboard.  8K+, 


Program  Pack  I  $20.00 

Sub   Killer  -  sink   subs  with  depth 

charges. 

Alien  Attack  -  breakout  and  destroy  the 

city. 

Bombardier  -  leve[  a  city  with  bombs 

from  your  plane. 

Mix-a-word   -    guess    the    mixed   up 

words. 

Program  Pack  11  $20.00 

Frustration  -  guess  the  shapes  &  se- 
quences. 

Fortune  teller  -  ask  the  Vic  questions. 
Code  Practice  -  practice  your  Morse 
code. 

Old  English  character  set  -  use  in  your 
programs. 

Star  Command  $1B,00 

by  Martian  Software 

Fast  action  3-0.  Shoot  alien  ships  oul  of 
the  sky.  Joystick.  5K. 


PAL '  Programmers  Aids  and  Logs 
Contalna  tiie  following; 

•  Border  &  Screen  Full-Color  Combinatin 
Rainbow 

•  EZ-Key   Quick   guide   to   all   keys  and 
characters 

•  EZ-Nole   Sound    music    chart    and 
worksheets 

•  BASiC'ly  EZ  condensed  basic  dictionary 

•  Create-a-Character     programmable 
characters  worksheets 

•  EZ  Screen  tearout  screen   layout   and 
design  forms 

•  EZ  Graph  graphics  programming  aid 

•  Doc-U-Ment    program    flow    charting 
worksheets 

•  EZ    Flow    program    flow   charting 
worksheets 

•  Software  Listing  lo^  sheets 

•  Tape  Caaaette  log  book 

•  BASIC-AIO  quick  reference  card 

•  FUNCTION-AID  function  key  templates 


COMMODORE  64  SOFTWARE 


64  YAHTZEE  -  cassette  S20.00 

Computerizeid  version  of  the  famous  dice 
game.  Up  to  10  players  may  play  a1  one 
time.  Keeps  track  of  all  players  and  high 
score.  Uses  sprites  &  sound. 

64  KENO  -  cassette  $16.00 

3  versions  of  Keno  In  this  game. 
Complete  with  odds  chart.  Very  good, 
loads  of  fun. 

64  BLACKJACK  -  cassette  $18.00 

Play  blackjack  with  the  64.  Las  Vegas 
rules  of  play.  One  player.  Souncf  & 
graphics. 

64  FINANCE -cassette  $20.00 

Enter  the  exciting  world  of  finance.  Btiy 
and  sell  slocks  on  the  market,  view 
prospectt/s'.  Menu  driven.  Excellent 
stock  simulation  game.  Try  your  skill  at 
64  Finance, 


64  CHECKBOOK  MANAGER 

disk  $40.00 

cassette  S35.00 

A  checkbook  journal  simple  enough  for 
the  home  user  and  large  enough  for 
business.  With  a  capacity  of  400  checks, 
200  deposits  and  100  account  charges 
available  In  a  single  file,  64  Checkbook 
(vlanager  can  handle  even  the  most  ac- 
tive of  accounts.  With  built-in  security, 
unauthorized  information  cannot  be  ob- 
tained without  the  correct  password,  an 
added  plus  for  large  businesses.  This  is 
the  program  that  makes  your  64  work  for 
you. 

64  COMPILER  (c)  by  Kavan     $100.00 


64  MAILING  LIST  •  disk  $35.00 

cassette  $30.00 

A  complete  mailing  list  for  the  Com- 
modore 64.  It  has  full  sort  capabilities. 
Print  or  review  an  individual  entry,  a 
sorted  version  of  the  file  or  the  entire  file. 
Full  editing  on  screen  for  adding, 
deleting,  or  correcting  addresses.  Holds 
250  names  and  addresses  per  file. 

64  DISK  CLONE -disk  $15.00 

Will  backup  an  entire  disk  in  one  pass  - 
programs,  files,  el.  al.  Requires  two  1541 
disk  drives  set  as  devices  8  &  9. 

64  MIND  BOGQLER- cassette  $15.00 

This  a  frustrating  game.  Guess  the 
numbers  and  the  sequence  they  are  in. 
How  many  guesses  will  you  take  ?  Good 
screen  display. 


Dealers  Welcome  -  Call  for  Dealer  Pack  Authors  Wanted  -  Call  for  information 

VIC",  VIC-SO".  and  Commodore  64""  are  trademarks  of  Commodore  Business  Machines,  Inc. 


(714) 
778-5455 


Data  Equipment  Supply  Corp.  (213) 

8315  Firestone  Blvd.,  Downey,  CA  90241         923-9361 


60  PRINT"AND  DISPLAY  ITS  CON-   TENTS.  PAU 

SING  FOR     KEYSTROKES," 
70  PRINT" {down} {REVIfiEOFF]  ENDS  CURRENT  " 

FILE": PRINT" {down} (rEV}F3{0FF}  BE 

GINS  NEXT  FILE" 
80  OPENl, 1,0 

90  PRINT" (CLEARIfILE  OPEN" 
100  GET#1,W5:IFW$="\"THEN170 
110  PRINTW$; 

120  GETA9:IFA$=""THEN160 
130  GETA$ :IFA5<>""THEN130 
140  GETA?:IFA$=""THEN140 
150  IFA$="{Fli "THEN  170 
160  GOTO100 

170  PRINT" {REvIeND  OF  FILE" 
180  CLOSEl 

190  GETA?:IFA$="tFl}"THEN  END 
200  IFA?="{F3)"THEN  80 
210  GOTO190 

Program  3:  Dumbterm  Modification 

0  REM  MODIFICATION  OF   COMPUTEl  PR0GRAM( 

8/82)DUMBTERM 

1  PRINT" [clear] " 

2  PRINT" {02  down} (rev)       DUMBTERM 

": PRINT" {down} {rIGHT) {rEV}f11 
off}  escape  line" : PRINT" { down) { 

right) {rev}f2[off}  open  tape  file 

3  PRINT" {down} {right] (rEV}f3 [off)  SCREEN 

editor": PRINT" {D0Wn3 {rIGHT} {REV} 
F7{0FF)  CTRL  "C  " 

4  PRINT" {04  down) {rev} (yEL)     PRESS  SPA 

CE  BAR  TO  BEGIN         { 


BLU}  " 

5  GETA$:IF  A?=""  then  5 

6  PRINT" {clear} "r 

10  OPEN1,2,3,CHR?(3B)+CHR?(160) 

20  GETA$:  if  A5=""THEN60 

21  IF  A?="{F3 )"THEN  GOSUB1000 

22  IF  A5="{F1}"THEN  PRINT#1,CHR$(27) 

23  IF  A$="{F7}"THEN  GOSUB2000 

24  IF  AS="Ef2}"THEN  GOSUB3000 

30  IFA?=CHR${147)THEN90:REM  CLEAR  HOME  QU 

ITS 
40  A=ASC(a5)  and  127:  IF  A=20  THEN  PRINT* 

1,CHR5(3); :GOTO60 
50  IF  A>31  OR  A=13  THEN  PRINT#1,  CHR$(a); 

60  GET#1,A$;IFA$=""THEN  20 

70  A=ASCCA$)AND12  7  :  IF  A=a  THEN  PRINTCHR 

?  (20);  :GOTO20 
80  IF  A>31  OR  A=13  THEN  PRINT  CHR$(A)r 
85  GOTO20 
90  CLOSEliEND 

1000  INPUT" {red} "fQ$:PRINT#l,Q$:PRINT"{BLU) 

" ; : RETURN 
2000  PRINT# 1,CHR$( 3 );: RETURN 
3000  INPUT" {red} FILE  NAME?";FM? 
3010  0PEN2, 1,0, FM$ 
3020  op5="" 

3025  FOR  X=1TO100:NEXT 
3030  GET#2,E?:IF  E$="\"  THEN  3100 
3040  IF  E$=CHR$(13)THEN  PRINT#1 , OP? : PRINTOP 

$:GOTO3020 
3050  OP?=OP$+E?:GOTO3025 
3100  CL0SE2:PRINT" {blu} "r :RETURN  © 


VIC-20' 

COMMODORE 


TREK'  $12,95 

The  classic  game  that  has 
fascinatod  ntimputerLsl.s  for 
over  a  deuatli;.  Ctinimand. 
iiig  the  bridge  of  your  star- 
ship,  you  oxplore  the  galaxy, 
fending  off  the  Klingon  in- 
vasion with  your  phasers 
and  photon  torpedous,  at  the 
same  lime  conserving  your 
limited  lime  and  energy.  A 
real  bargain  at  $12.95. 

LUDWIG'S 

LEMON  L.ASERS       $14.95 

'I'ou'd  niner  think  blasting 
lemons  out  of  the  sky  could 
he  so  much  fun!  I''asl  ma- 
r.liinn  i;Mde  action.  CJne  or 
hvo  playi'rs.  Written  by  the 
demented  duclor  who  gave 
us  "Hospital  Adventure". 

COSMIC  DEBRIS      S14.95 

This  liighly  addictive  ar- 
cade ty[)e  name  will  keej)  you 
batllinfi  the  aliens  for  days. 

•ONLY  ADVENTURES  ARE 
AVAILABLE  FOR  THE 

COMMODORE  S4 


COMMODORE 

64®* 


ADVENTURES* 

'I'he  busi  adventures  at  the 
best  prices!  Controlled  from 
the  keyboard. 

GRAVE  ROBBERS'  $14.95 
Inlrnducing  the  hrstCKAPHiC 
ADVKNTUKE  ever  availal]le 
on  till!  VIC:-20!  li.xplorean  old 
deserted  graveyard.  Actually 
see  the  perils  that  lie  beyond. 

ADVENTURE  PACK  I' 

(3  Programs)  $14.95 

MOON  BASE  ALPHA- 
Destroy  the  meteor  that  is  rao 
ing  towards  your  base. 
computer'  ADVENTURE- 
Re-live  the  excitement  of  get- 
ling  your  first  computer. 
BIG  BAD  WOLK— Don't  let 
the  wolf  gobble  you  up. 

ADVENTURE  PACK  II' 

(3  Programs]  $14.95 

AFRICAN  e.SCAl'E— Find 
your  way  off  the  continent 
after  surviving  a  plane  crash, 
HOKPITAI.  ADVENTURE— 
Written  by  a  medical  doctor. 
Don't  check  iidu  Ibis  hospital! 
BOMnTHREAT.-Getbackto 
town  in  time  lu  warn  the 
bomb  squad  of  the  bomb. 


ANNIHILATOR         S19.95 

Protect  your  planet  against 
hostile  aliens  in  this 
defender-like  gante.  All 
njacbitie  code  for  fast  ar- 
cade  action,  |oy  stick 
required. 

KONGO  KONG  $19.95 

Climb  ladders:  avoid  bar-els 
Ihe  cra/.y  ape  is  rolling  at 
you.  Rescue  the  riainsel.  Par- 
tially inacbini!  code  for 
smooth,  fast  action.  Key- 
board or  joystick. 

Send  for  free  calBlog 

All  ijrograms  fit  in  thii  standard 

VII'  niemory.  and  cume  on 

caissette  tapit. 

Drduring— Pltjasu  add  St. 50 

poslatie  &  handling  per  (irder. 

KA  residents  add  6%  sales  lax. 

Foreign  orders  musl  tie  drawn 

in  U.S.  funds  or  usy 

credit  card. 

Credil  card  usur$— irudude 

number  and  expiralion  dale. 

VICTORY  SOFTWARE  CORP. 

7  VALLEY  BROOK  ROAD 

PAOLI,  PA  19301 

(215)  296-3787 


ATTENTION 

VIC  20/TI-994/A 

USERS 


NEED  A  PROGRAM? 

HAVING  TROUBLE  WITH  ONE? 

DONTKNOWHOWTO 

TRANSLATE  YOUR  IDEA? 

WE  CAN  HELP 

Send  us  a  description  of 
the  program  you  want.  We 
will  send  you  more  in- 
formation and  the  cost  for 
us  to  create  your  program. 

Starting  at  g24.95 

DYTEK 

P.  O,  Box  241 

Pinellas  Park, FL  33565 

PH :  393-3597 

We  also  buy  programs. 
SEND  NAME  AND  PHONE  NO. 


1P0     COMPUTI!     Ma^nSS 


THE  VIC-20  40/80  VIDEO  CARTRIDGES 

Quantum  Data,  Inc.  (QDI)  produces  two  (2)  40/80  Video  Cartridges,  the  Video  Combo  Cartridge 
with  I6K  basic  user  memory,  and  the  Video  Cartridge  which  does  not  contain  memory. 

The  Video  Combo  Cartridge  and  Video  Cartridge  is  the  means  to  upgrade  the  VlC-20  computer  to  a 
40  X  24  or  an  80  x  24  character  display  which  provides  a  wealth  of  new  uses  for  the  VIC-20. 

The  40  character  mode  may  be  easily  viewed  on  most  standard  W,  sets  but  a  monitor  is  required  for 
the  80  column  mode  to  provide  the  necessary  additional  resolution. 


VIDEO  COMBO 
VIDEO  CARTRIDGE 


%S^9:95^        $259.95 
$Zt9:9S        $  1 59.95 


Call  (714)  966-6553  to  place  your  order  today! 
Ask  for  other  discounted  VIC-20  peripherals! 


jlOUANTUM 
DATA.  INC. 

14252  Culver  Dr.,  Suite  A,  #285,  Irvine,  CA  92714  •  (714)  553-1945 

Offer  limited  to  End  Users  only  if  purchased  directly  from  QDI. 
Visa  or  Mastercard  accepted.  Above  prices  retail  In  U.S.  dollars.  Shipping  and  handling  not  Included. 

VIC-ZO  is  A  rrademark  of  CarrcnotJorc  8uslnei5  Machines. 


"""'tO/DPU  5Ef\J$Ei:.'' 


QUICK  BROWN  FOX         S60.9S 

The  s1  word  processor' 

GENERAL  LEDGER         $19.95 

(VIC-ZO) 

CHECK  MINDER 

VIC-20  $19.95         c-64  $24.95 

HOME  INVENTORY        $19.95 

(VIC-201 

CENTIPOD         S27.95 

Like  Ceniiped.  only  beuer" 

FROGEE        $27.95 

The  excitmg  arcade  game  of  F'ogger 

MOTOR  MOUSE        $29.95 

WhfiT  a  cheese'ee  game-i 
CRIBBAGE 

vic-so  $14.95        c-6a  $17.95 
Thrs  IS  The  game  of  Cribbage 

STAR  TREK 
VIC-ZO  $12.95        c-64  $17.95 

Excellent  advenlure  g.impi 

MASTER  MIND 
VIC-20  SI  2.95         c-64  $19.95 

Makes  you  Ihink 

ROACH  MOTEL         $9.95 

Kill  the  bugs' 

YAHTZEE1.1         $12.95 
YAHTZEE2.1         $14.95 


TO  ORDEfl 
P   O    BOX  18765 
WICHITA.  KS  67218 
(316)  263-1095 


Pe/sonal  checks  accepted 
EAHow  3  weeks)  or 
COD    (Add  %2  00) 
Handling  charges  S2  00 
VIC-20"  IS  a  registered  trademark  ol  CommodorG 


<^ 


commodore  VIC-20  '^  Computer 


CENTRONICS  PARALLEL  INTERFACE 

allows  use  of  Con^rrrotjore  Graphics  S99.95 


Expand  your  vie  to  full  limit 

3  slol  $39.95 

piovK^ioris  loi  SAiiches  in  tjoaid 

with  switches  S45.95 

CHARACTER  BUILDER  - 
UTILITY  AID 

will  save  and  inad  trom  disk  or  tape 
design  your  own  CUSTOM  CHARACTERS 
use  wiiri  any  rtremary 
configuration 

RS-232  bi-cJirectional 

INCLUDES  SECOND 
JOV  STICK  PORT 

•NEW  SECOND  JOY 
STICK  PORT 


$25.00 

$40.00 
$20.00 


VIC-20  to  EEE-488  Interface 

allows  VIC  lo  use  PET    CBM  Peripheral 

$79.95 

ROM  EXPANSION 
BOARD 

pul  yOLjr  own  programs  on  2K  or 
4K  EPROMS 

we  car^  put  your  program  in  ROM- 
call  lor  info 

BK  RAM  BOARD 
can  ae  daisy  chained 
to  lour 

4K  RAM  BOARD 
VIC  DUST  COVER 

pralect  your  VIC 


$19.50 

$49.95 
S39.95 

S12.95 


NEW  CARTRIDGE  VIDEO  GAMES  FROM  MACHINE 

LANGUAGE,  INC   —  SUPER  FAST"C0L0RFUL 

AVAILABLE  THRU  OEM.  INC  $25.00 

TWO  PLAYER  GAMES  -  FOR  VIC  20  "  AND  COMMODORE  64  " 

CLOSE  ENCOUNTERS  OF  THE  WORST  KIND  •  BLACK  JACK 

ACID  RAIN  •  BLOCK  BUSTER  •  DOT  GOBBLER  •  FROGMAN 

SPIN  TOIDS  •  CHES 

*e  need  good  new  rnactime  language  garnes  -  royalty  paid 

CALL  FOR  DETAILS 

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order  from  OEM  Inc 
Dealer  inquiries  invited  2729  South  U  S  t    Suite  1 2 

TO  ORDER  CALL  -  305-465-9363  Ft  Pierce.  Florida  33450 

I'l-'sonji  crieos  acct'trej  ji  ca  :Tie  10  clear  -  aoo  S2  lor  snipping 


May  WBJ     COMPUTi!     191 


Screen  Printer  For 
The  Atari  Wedge 


Michael  E.  Hepner 


Because  of  its  flexible  design,  the  Atari  Wedge  (pub- 
lished ill  the  November  1982  issue  0/ COMPUTER  cau 
be  expanded  to  include  countless  neio  commands.  In 
this  Wedge  update,  SPRINT  is  added  which  sends  an 
entire  screen  to  tlic  printer. 


Every  Atari  owner  with  a  disk  drive  knows  how 
long  it  takes  to  go  to  DOS  and  return.  I  do  not 
wish  to  find  fault  with  the  design  of  DOS  2. OS.  1 
have  several  programs  that  need  every  spare  byte 
of  RAM.  So  by  having  only  the  minimum  essential 
logic  in  memor}'  and  having  the  extra  options  in  a 
separate,  nonresident  module,  there  is  more  RAM 
free  for  my  own  use. 

But  most  of  my  programs  are  small,  leaving 
plenty  of  memory  unused.  It  is  annoying  to  wait 
for  memory  to  be  swapped  as  you  go  to  DOS  when 
you  know  that  20K  of  RAM  is  sitting  idle  in  your 
computer.  But  now,  with  the  Wedge,  this  is  no 
longer  a  problem.  I  can  use  my  large  programs  as 
always,  but  for  my  short  programs,  I  can  have 
Wedge  automatically  loaded  and  use  all  of  the 
disk  commands  that  I  normally  use  without  the 
time  delay. 

As  much  as  the  disk  commands  have  helped 
me,  the  nicest  feature  of  the  Wedge  is  its  table- 
driven  design.  Any  new  function  can  be  added 
by  simply  adding  the  command  name  and  the 
address  of  its  rouhne  to  the  table  of  commands. 
In  this  article,  I  will  show  you  how  to  add  a  utility 
to  copy  a  text  screen  to  the  printer. 

SPRINT 

Although  I  wrote  a  program  that  worked,  making 
it  easy  to  use  wasn't  so  easy.  The  Wedge  has  taken 
care  of  that  problem  for  me.  I  chose  the  command 
name  SPRINT  because  of  the  similarity  to  the 
LPRINT  command.  Instead  of  sending  a  line  to 
the  Line  PRINTer  as  LPRINT  does,  SPRINT  sends 
an  entire  Screen  to  the  line  PRINTer. 

The  screen  printer  routine  prints  everything 
on  the  screen,  up  to  (but  not  including)  the  line 
with  the  SPRINT  command.  The  routine  reads 

192     COMPUTt!     MayWaS 


the  screen  by  changing  the  operation  mode  in  the 
Editor's  Input/Output  Control  Block  to  the  special 
editor  input  mode  which  is  mentioned  on  page  27 
of  the  BASIC  Reference  Manual.  The  routine  also 
changes  the  vector  to  the  Editor  Get  routine  to 
bypass  the  Wedge  until  the  print  operation  is 
complete,  so  that  nothing  on  the  screen  is  acci- 
dentally interpreted  as  a  Wedge  command. 

Program  1  is  a  BASIC  loader  for  the  revised 
Wedge.  It  is  very  similar  to  the  loader  in  the  origi- 
nal Wedge  except  for  the  DATA  statements.  I 
apologize  that  most  of  the  DATA  statements  have 
changed.  I  had  hoped  that  only  a  few  bytes  other 
than  the  end  of  the  program  would  have  to  be 
changed. 

Program  2  is  the  assembly  language  listing  of 
the  screen  printer  routine  alone.  If  you  have  an 
Assembler  Editor  cartridge  and  wish  to  add  this 
routine  to  the  original  Wedge,  you  must  take  the 
steps  listed  below  to  break  the  Wedge  into  two 
parts,  renumber  the  second  part,  merge  the  two 
parts  together  again,  and  then  type  in  the  new 
code  for  the  screen  printer  routine.  The  comma-M 
in  the  last  step  is  required  to  merge  TEMP  with 
the  program  in  memory. 

ENTER  #D:WEDGE 
DEL  100,3140 
REN  9000,10 
LIST  #D:TEMP 
ENTER  #D:WEDGE 
DEL  3150,3390 
ENTER  #D:  TEMP,M 

ML  To  BASIC 

Program  3  is  for  anyone  who  is  writing  programs 
in  machine  language  and  wants  to  convert  them 
into  a  BASIC  loader  program.  Along  with  con- 
verting the  machine  language  to  BASIC  DATA 
statements.  Program  3  also  counts  the  number  of 
bytes  in  the  machine  language  program,  computes 
the  checksum  of  those  bytes,  and  writes  this  in- 
formation to  the  lowest  numbered  DATA  state- 
ment. I  used  Program  3  to  generate  the  DATA 
statements  in  Program  1.  To  use  Program  3,  you 


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ComputAbility 

P.O.  Box  17882 
Milwaukee,  Wl  53217 


must  first  assemble  your  program  and  save  the 
machine  language  output  as  D:AUTORUN.SYS. 
Then  put  in  the  BASIC  cartridge  and  run  Program 
3.  The  DATA  statements  will  be  written  in  LIST 
format  to  the  file  D:DATA.  LOAD  the  main  part 
of  your  loader  program  and  type  ENTER 
"D:DATA".  The  DATA  statements  will  be  added 
to  your  loader  program. 

Program  1:  wedge  basic  Loader 


lOO 
i  lO 

120 

ISO 

140 
150 
160 

170 
ISO 

190 

200 
210 
220 
230 
24  0 

250 
260 
270 
280 


270 

3  00 
3  10 


REM  WEDGE  BASIC  LOADER 

GRAPHICS  O:?  "Insert  a  DOS  2. OS 

diskette" 

?  "with  DOS. SYS  in  drive  1." 

?  "Press  l:ia>*iJ:fr  when  you  have  do 

ne  this." 

IF  PEEKC764)<>12  THEN  140 

POKE  764,255 

?  :?  "Now  writing  the  Wedge  AUTO 

RUN. SYS  -file" 

TRAP  190:CLDSE  tt 1 

OPEN  4H,8,0, "D:AUTORUN.SYS":TRAP 

4000: GOTO  2  00 
CLOSE  #1:7  : ?  "Can't  open  AUTORU 
N.SYS  for  write. ":END 
REM  Disk  header  values  are 
REM  in  the  data  statements. 
READ  NUMBYTES, CHECKSUM 
FOR  1=1  TO  NUMBYTES 

READ  A: TRAP  310: PUT  #1, A: TRAP  40 
0  00 

CKSUM=CKSUM+A 
NEXT  I 
CLOSE  ttl 
IF  CKSUM< 
<;BELL>Bad 
nts. " : END 
7     :?  "DATA  ok 


CHECKSUM  THEN  ?  " 
number  in  DATA  stateme 


write  successfLil 


END 

•^     :?  "Error-"  ;  PEEK  (  195)  ;  "  when  a 
ttempting  disk  wr i te .": CLOSE  « 1 : 
END 
320  REM 

330  REM  Following  is  the  decimal 
340  REM  equivalent  o-f  Wedge  1.1 
350  REM  Must  be  type  in  perfectly 
360  REM  in  order  to  function. 
370  REM 

lOOO  DATA  794,78719 
7930  DATA  255,255,0,31,164,31 
7936  DATA  104,165,12,141,37,31 
7942  DATA  165,13,141,38,31,169 
7948  DATA  36,133,12,169,31,133 
7954  DATA  13.32,43,31,32,92 
7960  DATA  31,169,162,141,231,2 
7966  DATA  169,34,141,232,2,96 
7972  DATA  32,42,31,32,11,31 
7978  DATA  96,169,80,141,68,3 
7984  DATA  169,31,141,69,3,169 
7990  DATA  0,141,73,3,169,12 
7996  DATA  14  1,72,3,169,11,141 
8002  DATA  66,3,162,0,32,86 
8008  DATA  228,152,48,1,96,76 
8014  DATA  142,34,65,116,97,114 
8020  DATA  105,32,87,101,100,103 
8026  DATA  101,155,160,0,185,26 
8032  DATA  3,201,69,240,7,200 

1W  COMPim!  May  '983 


8  0  38 
8044 
8050 
B056 
8062 
8068 
80  7  4 
8  0  8  O 

a  OS  6 

8092 
8098 
8  104 
8110 
8116 
8  1  22 
8  1  28 
8  1  34 
8  140 
a  1  46 
8  152 
8  158 
8164 
8170 
8176 
8182 

aiaa 

8194 
8200 
8206 
8212 
8218 
3224 
8230 
8236 
8242 
8248 
8254 
8260 
8266 

82  72 
3278 
82B4 
8290 
3296 
8302 
8303 

83  14 

83  2  O 
8326 
8332 
8338 
8344 
8350 
8356 
8362 
8363 
8374 

83ao 

8336 
8392 
8398 

84  0  4 
84  10 
8416 
8422 
8428 
84  3  4 
84  40 
8446 
8452 
8458 


DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 


200, 192, 34, 208, 243, 96 
200, 169, 165, 153, 26, 3 
200, 169, 31 , 153, 26, 3 
162,0, 189, O, 228, 157 
165, 31, 232, 224, 16, 20  8 
245, 169, 184, 141, 169,3  1 
169,  31 ,  141  ,  170,  31  ,  24 
173,4, 228, 105, 1 , 14  1 
186, 31, 173, 5, 228, 105 
0, 141 , 137, 31 , 16  9, O 
1 ZZ. 203, 96.  185 , 31  ,  108 
32, 32, 62, 246, 8 , 20  1 
155, 240, 4, 230, 203, 40 
96, 14  0,181,31, 142, 182 
31, 165, 2  03, 24  0, 36, 169 
51  ,  133, 205,  169, 32,  133 
206, 160, O, 177, 205, 2 17 
1 28, 5, 20B, 12 , 200, 177 
205 , 240, 40, 196, 203, 208 

2  4  0, 76, 37, 32, 20  1 , 255 
240,53, 16  0, 0, 177, 205 
240, 9, 230, 205, 144, 2 
23 O, 2 O 6, 76, 242, 31, 24 
165, 205, 10  5,3, 133, 205 
144,2, 230, 206, 76 , 215 

3  1  ,  200,  132, 204,  177,  205 
141 , 183, 31 , 200, 177 , 20S 
141 , 184, 31 , 108, 133, 31 
160, 0, 169, 46, 153, 128 
5, 169, O, 133, 203, 169 
155.  172,  181,31,  174,  182 
31  , 40, 96, 63,  73, 82 

0, 134, 32, 83, 67, 82 
65, 84, 67, 72, O, 31 
33, 76, 79, 67, 75, O 
36, 33, 85, 78, 76, 79 
6  7, 7  5, 0, 41 , 33, 8  2 
69, 78, 65, 77, 69, 0 
46, 33, 75, 73, 76, 76 
O, 51 , 33, 83, 80, 82 
73, 78,  84, 0, 64 ,  33 

2  55. 129, 32, 21, 34, 63 
58, 42, 46, 42, 162, 80 
169, 12, 157. 66, 3, 32 
36,228,162,80,169,3 
157, 66, 3, 169, 6, 157 
74,3, 169, 129, 157, 68 
3.  169, 32,  157 ,  69, 3 
32, 86, 228, 152, 16,3 
76. 142, 34, 162, 80, 169 
5,  157, 66, 3,  169,  109 
157 , 63, 3, 141 , 68, 3 
169, 32, 157, 69, 3, 141 
69, 3, 169, 20, 157, 72 
3, 141 ,72, 3,32,86 
228, 152, 48, 13, 169,9 
141  , 66, 3,  162,  O, 32 
86, 228, 76, 17  5, 32, 162 
80, 169, 12, 157, 66, 3 

3  2, 86, 223, 7  6, 3  0, 32 
162, SO,  157, 66, 3,  169 
O.  157, 73, 3.  164,  203 
153, 128,5,56, 152, 229 
204, 157, 72, 3, 24, 169 
128, 101 , 204, 157, 68, 3 
169, 5, 105, 0, 157, 69 
3, 32, 86, 228, 152, 16 
3, 76, 142.34,76. 30 
32, 169, 33. 76, 233, 


169,3! 
36, 76. 


76, 233, 32 
!38, 32, 169 


169 


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BY 
MOSAIC  ELECTRONtCS 


Turns  any  Atari  8K  or  16K  RAM 
board  into  a  48K  RAM  board. 

Only  4  solder  connections! 

Complete  instructions  and 
guarantee. 

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FOR  A  LIMITED  T^^E 

FACTORY 
DIRECT 

$9900 


ir 


it 


^mosnic 

ELECTRONICS 

RO.  Box  70B,  Oregon  Cil>:  OR  97045 

Phone  Orders:  1-800-547-2807 


KB  400"      $89.95 

•  Exact  Atari'"  keyboard  layout. 

•  Long  life,  gold  contact,  full  stroke  key  switches. 

•  Aluminum  enclosure  insures  stability  of  keys, 

•  Easy  installation  — remove  4  screws  and  plug  in. 

•  Full  YearWarrancy  — Madein  U.S.A.  — Low  Price. 

flTTQ-SafT 


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Atari  li  a  trademark  of  Atar  . 


I^Q¥W83    COMPUTI!     195 


8464 

DATA 

76. 233, 32, 173, 37, 31 

8470 

DATA 

133,  12,  173, 38, 31  ,  133 

8476 

DATA 

13, 76, 116, 228, 56, 165 

8482 

DATA 

84, 233, 2, 16, 3, 76 

8488 

DATA 

30,32,  14  1  , 20, 34,  173 

8494 

DATA 

74, 3, 141 , 21 , 34, 162 

8500 

DATA 

80, 169, 12, 157, 66, 3 

8506 

DATA 

32,36,228, 162,80, 169 

85  12 

DATA 

3,  157, 66,  3.  169,  17 

35  18 

DATA 

157, 68, 3. 169, 34, 157 

8524 

DATA 

69,3, 169, 3, 157,74 

8530 

DATA 

3, 32, 86, 223,  152,  16 

8536 

DATA 

3,  76,  142, 34.  1 69 , O 

8542 

DATA 

133, 34, 165,82, 133,85 

8543 

DATA 

169, 9, 141 , 74, 3. 173 

8554 

DATA 

4, 228, 141 , 169,31 , 173 

8560 

DATA 

5, 228, 14  1 , 170, 31 , 162 

8566 

DATA 

0, 169, 22, 157, 68, 3 

8572 

DATA 

169, 34 , 157, 69, 3, 169 

S5V8 

DATA 

5, 157, 66, 3, 169, 120 

9584 

DATA 

157,72, 3, 169, 0, 157 

8590 

DATA 

73,3,32,86, 223, 152 

8596 

DATA 

48,71 , 162, 80. 169, 22 

8602 

DATA 

157. 68. 3. 169, 34, 157 

86oa 

DATA 

69, 3, 169, 9, 157, 66 

8614 

DATA 

3. 169, 120, 157, 72, 3 

8620 

DATA 

169, 0, 157. 73, 3, 32 

8626 

DATA 

86,2  28. 15  2, 4  8, 33, 165 

8632 

DATA 

34,205. 20.34, 43.  183 

3638 

DATA 

240. 18  1 , 173, 21 , 34, 141 

8644 

DATA 

74,3, 162, 80, 169, 12 

8650 

DATA 

157, 66, 3, 32, 86, 228 

8656 

DATA 

169, 184, 141 , 169, 31 , 169 

3662 

DATA 

31 , 141 , 170, 31 , 76, 30 

8668 

DATA 

32, 72. 173, 21 , 34, 141 

8674 

DATA 

74,3, 169, 184. 141 , 169 

8680 

DATA 

31 , 169, 31 , 14 1 . 170, 31 

8686 

DATA 

76, 143, 34, 80, 58, 0 

8692 

DATA 

0,0, 142, 34, 161 , 34 

8698 

DATA 

72, 162,30, 169, 12, 157 

8704 

DATA 

66, 3, 32, 36, 228, 104 

8710 

DATA 

162, 255, 154, 133, 185, 76 

8716 

DATA 

64, 185, 226. 2, 227, 2 

8722 

DATA 

1  ,31 

Program  2:  screen  printer  Routine 

.BYTE  "SPRINT", 0 
.WORD  SPRINT 

;  Start  of  screen  to  printer  ou 
tput  rOLttine 


2122 

2124 

3  1  5  O 

3160 

3170 

3190 

3  190 

3200 

32  lO 

3220 

3230 

3  2  4  0 

3250 

3260 

3  2  7  0 

3280 

3290 

3300 
33  lO 

3320 


LHARGN=*52 
R0WCRS=*54 

C0LCRS=S55 

SPRINT 

r  Compute  last  line  to  print 

SEC 

LDA  ROWCRS  ; Current  cursor 
row  is  the  line  below  SPRINT 

SBC  #2  ;  minus  two  to 

skip  the  SPRINT  line 
BPL  SAVELINE 

JMP  EXIT  sCursor  out  of 

range  -  nothing  to  copy 

SAVELINE 


3  330 
3  34  0 
3  350 

3360 

33  7  0 
33BO 
3390 
3  4  0  0 

34  10 
3420 
3430 
3440 
3450 
3460 

34  7  0 
3430 
3490 
3500 

35  1  O 
3520 
3S30 
354  0 
3550 

35  6  O 
3570 
3580 
3S90 
3600 
3610 
3  6  20 

36  30 

3640 

36  50 
3660 
3670 
3680 

3690 
3700 

3  7  10 

37  20 
37  30 
3740 
3750 
3760 

37  7  0 
3730 
3  7  9  Ci 
3800 
33  1  O 

38  2  0 
3330 
38  4  0 
3850 

38  6  O 
387  0 
3880 
3890 
3900 

39  1  0 
3920 
3930 
39  4  O 
3950 
3960 
3970 
3980 
3990 


STA  SVPOS 


;Save  last  line 


;   Save  the  original   open  mode  a 
f  the  Editor. 


LDA  ICAUXl 
STA  SVAUX 


;Save  ICAUXl 


Open  the  printer 


LDX 
LDA 
STA 
JSR 
LDX 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
JSR 
TYA 
BPL 
JMP 


#*50 

#CCLOSE 

ICCOM, X 

CIO 

tt*50 

»COPN 

ICCOM, X 

ttPNAMES<2 

ICBADR, X 

ttPNAME/2 

ICBADR+1 

«8 

ICAUX 1 , X 

CIO 

HOME 
ERROR 


:  lOCB  #5 
; CI ose  i  t 


f  i  rst 


;  lOCB 
;  Then 


#5 

op  en  i  t 


55 

56 
,  X 


:8  =  Output 


; Er  r  or     on  opt 


Home  the  cursor. 

HOME 

LDA  ttO  :Plac( 

t 

STA  ROWCRS  ;   top  of 

LDA  LMAR6N  ;   and  at 

STA  COLCRS  ;   margin 


cursor 


Bcr  een 
1  eft 


;   Change  EDITOR  to  special   inpu 
t  mod  e . 


9  =  read  scree 

automati  cal  1 y 
Restore  old  E 


LDA  #9 
1 

STA  ICAUXl 

LDA  *e404 

STA  WEDGETAB+4 

LDA  *E405 

STA  WEDGETAB+5 


Loop  to  read  the  screen. 


PLOOP 
LDX  tt  *  O  O 


LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
JSR 
TYA 
BMI 


#EBUFS<255 
ICBADR, X 
*EBUF/256 
ICBADR+1 , ) 
#C6TXTR 
ICCOM, X 
#120 
ICBLEN, X 

#o 

ICBLEN+1  ,  : 
CIO 

SPERROR 


;  lOCB  #0 


; Get  record 


120  characters 


;ErrDr  on  read 


Print  the  line 

L  D  X  «  *  S  0         ; 
LDA  #EBUF.!<255 
STA  ICBADR, X 


IOCS  #5 


196     COMPUTE!     May  1983 


4000 
4  O  1  CI 
4020 
4  03  0 
4  O  4  O 
4050 
4060 
407  0 
4080 
4090 
4  1  OO 
4  110 
4  120 
4  130 
4  140 

4 1 5  <:• 

4  160 

4  17  0 
4  180 
4  19  0 
4200 

42  10 
4220 
4230 

4  24  0 
4250 
4260 
4270 
4280 
4  2  90 
4300 

43  10 
4  3  2  O 
4  3  30 


340 

35  0 


4360 
4370 
4380 

4390 
44  OO 
4  4  10 

4420 


LDA  »EBUF/256 

STA  ICEtADR+  1  ,  X 

LDA  #CPTXTR 

STA  ICCOM,X 

LDA  #120 

STA  ICBLEN,X 

LDA  #0 

STA  ICBLEN+1  ,  X 

JSR  CIO 

TYA 

BMI  SPERROR 

;  Check  i-f  done 

CHECK 

LDA  ROWCRS 

CMP  SVPDS 
i  ng  r  ow 

EMI  PLOOP 

BEQ  PLOOP 


Put  record 


120  characters 


Error  on  write 


Compare  to  end 


Loop  i  f 
lines 


mor  e 
to  read 


:  Close  lOCB  #5  and  restore  Wed 
ge  and  Editor  mode. 


SPDONE 
LDA  SVAUX 


STA 

LDX 

LDA 

STA 

JSR 

LDA 

STA 

LDA 

STA 

JMP 

ex  i  t 
SPERROR 

PHA 
e 

LDA 

STA 

LDA 

STA 

LDA 

STA 

J  HP 
PHA 


rcAux 1 
#  «  5  c:» 

«CCLOSE 

ICCDM, X 

CIO 

ttMYINPUT-l!y255 

WEDGETAB+4 

#MYINPUT-1 /256 

WEDBETAB+5 

EXIT  ; Jump 


Rest  or e 
ICfiUX 1 
Close  IDCB 


sa  ved 


Pol nt  to 
Wedge 

to  c  Dmmon 


Save  error  cod 


saved 


to 


4430 
4  44  0 
4450 
4460 
4470 


SVAUX        ;Restore 
ICAUXl        ;   ICAUXl 
#MYINPUT-1S(2S5   :point 
WEDGETAB+4         ;Wedge 
#MYINPUT-1 /256 
WED6ETAB+5 

ERROR+1       ;Jump  past  the 
instruction 


O 


PNAME  .BYTE  " P 
SVPDS  .BYTE  0 
SVAUX  . BYTE  O 
EBUF  *=*+120 

Program  3: 

Conversion  Of  ML  To  BASIC  Loader 

10  DIM  L4  (40)  , B* (3) 

20  OPEN  #4, 4, O, "Di AUTORUN. SYS" 

30  OPEN  #5, a, O, "D: DATA" 

40  LNUM=7930: CKSUM=0 

50  L*="7930  DATA  " 

60  DNUM=0 

70  TRAP  800: GET  #4, BYTE: TRAP  40000 

80  IF  DNUM<6  THEN  140 

90  PRINT  #5;L*:PRINT  L* 

100  LNUM=LNUM+6 

110  L*=STR* (LNUM) 

120  L*  (LEN  <L«  ) -t-l  )  ="  DATA  " 

130  DNUM=0 

140  B«=STR« ( BYTE) 

ISO  IF  DNUM50  THEN  L*  (  LEN  (  L*  )  ■»- 1  )  =  "  . 


160 

170 
ISO 
190 

soo 

810 
B20 
830 

84  0 

85  O 
B6  0 
870 

aao 

890 
900 
9  1  0 
920 


L*  <L 
COUN 
CKSU 
GOTO 
IF  P 
PRIN 
L*=" 
L*  (  1 
L*  (L 
LS  (L 
PRIN 
PRIN 
PRIN 
CLOS 
CLOS 
PRIN 
END 


EN  ( 
T  =  C 
M  =  C 
70 
EEK 
T  # 
lOO 
1  )  = 
EN  ( 
EN  ( 
T  # 
T  C 
T  " 
E  « 
E  # 
T  '■ 


L«) +1 ) =B* 

0UNT+1:DNUM=DNUH+1 

KSUH+BYTE 


(195)0136  THEN  900 
5;L$:PRI|\JT  L* 
0  DATA  " 
STR* (COUNT) 
Lt)  +1  )  ="  ,  ■' 
L4)+1)=STR*(CKSUM) 
5; L*: PRINT  L* 
OUNT;  '■  BYTES  OF  DATA' 
CHECKSUM^" ; CKSUM 
4:CLOSE  tt5:END 
4:CL0SE  #5 
ERROR  "; PEEK (195) 


(gU 


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for  ATARI  800 


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INSIGHT:  Atari 


Biii  Wilkinson 


The  scries  on  zoritin^  your  axon  interpreter  continues. 
hi  parti,  the  expression  cvaluator  and  the  "PRINT" 
statement  are  added  to  BAIT.  There's  also  a  look  at 
Atari's  new  200XL  computer. 


of  configurations  that  I  work  in.  The  possible 
combinations  I  use  can  be  shown  as  a  small  array: 


Atari 
DOS  2.0s 


OS/A  + 
version  2 


OS/A  + 
version  4 


We  hope  to  introduce  several  new  products  at  the 
West  Coast  Computer  Faire  this  year,  including 
some  designed  specifically  for  the  new  model 
1200  Atari  (of  which  machine  I  will  speak  more 
below).  I  can't  tell  you  exactly  what  the  new  pro- 
ducts will  be,  but  I  can  say  that  I  think  that  those 
who  have  written  software  which  follows  the 
"rules"  will  benefit. 

Which  "rules"?  Oh,  nothing  much.  Just  those 
regarding  LOMEM,  HIMEM,  device  drivers,  reset 
vectors,  break  vectors,  etc.  If  you  are  an  author 
(or  company)  who  is  developing  or  has  developed 
software  for  the  Atari  computers,  you  might  want 
to  ask  Atari  for  a  copy  of  the  note  from  Howard 
Chan,  Manager  of  Software  Acquisition,  which 
details  what  Atari  considers  the  "untouchable" 
locations  as  well  as  what  "vectors"  are  immutable. 
We  hope  to  be  able  to  reproduce  that  note  in  this 
column  next  month. 

Anyway,  what  are  we  looking  into  in  this 
month's  column?  Obviously,  we  will  have  part 
two  of  the  series  on  writing  your  own  interpreter. 
(And  if  you  missed  part  one,  you  must  go  out 
right  now  and  buy  the  March  issue!  We  cannot 
and  will  not  recap  the  materials  previously 
covered.)  Also,  as  mentioned,  I  would  like  to 
briefly  discuss  the  new  Atari  1200XL  machine. 
But  first  I  am  going  to  hang  my  head  a  little. 

Pardon  Me,  My  Pratfall  is  Showing 

After  giving  everyone  else  (particularly  Atari)  a 
hard  time  about  not  doing  things  "right,"  I  am 
embarrassed  to  admit  that  I,  too,  did  a  thing  defi- 
nitely "un-right." 

I  must  start  by  giving  credit  to  F.  T.  Meiere, 
President  of  the  Indy  Atari  Club  from  In- 
dianapolis, for  not  only  finding  my  goof,  but  also 
giving  me  what  seems  to  be  a  workable  and  proper 
fix. 

The  mistake  occurred,  not  surprisingly,  in 
my  fix  to  the  Atari  RS-232  drivers,  as  published 
in  this  column  in  the  December  1982  issue  of 
COMPUTE!.  It  came  about  because  of  the  variety 

1P8     COMPUTE!     MQv19a3 


Cartridge 
Software 


RAM-based    I 
Software         , 


I  I  I 

i                          I  I 
y \. 

I  1  I 


4 


I 

— +- 


Now,  obviously,  the  vast  majority  of  the  Atari 
user  population  finds  itself  in  the  upper  left  box 
(Atari  BASIC  with  Atari  DOS).  And,  yet,  because 
I  really  don't  like  working  with  "MEM.SAV"  and 
"DUP.SYS"  (and  the  consequential  swapping  in 
and  out  and  sometimes  losing  my  memory  and 
...),  I  generally  leave  that  left-hand  column  for 
last.  And,  unfortunately,  in  this  case  I  apparently 
didn't  even  get  to  it.  For  shame. 

Anyway,  taking  F.T.  Meiere's  advice  to  heart, 
I  have  indeed  tested  the  change  he  has  proposed 
in  several  of  the  possible  configurations.  Addi- 
tionally, I  have  looked  at  my  original  code  and 
found  out  why  it  failed  (and  why  this  new  code 
works).  So  here,  without  further  ado,  is  the  fix  to 
my  RS-232  fix  in  the  form  of  a  change  to  line  1990 
of  the  assembly  language  code: 

was:  1990JMP(DOSINI>  WRONG! 
now:  1990  JMP  PATCH3    RIGHT! 

To  Excel  Or  Not  To  Excel 

The  new  Atari  machine  is  named  the  "1200XL."  I 
suppose  the  "XL"  is  supposed  to  designate  speed 
and  sexiness,  a  la  sports  cars.  And  certainly  the 
machine  looks  sleek  and  sexy  enough;  it  is  by  far 
the  best  looking  of  the  current  crop  of  home  com- 
puters. Were  it  not  for  the  serial  I/O  cable,  you 
could  easily  envision  holding  the  machine  in  your 
lap  while  leaning  back  in  your  easy  chair,  admiring 
and  caressing  it  as  you  would  a  glass  of  good 
wine. 

Let's  look  at  the  obvious  features: 

•  Pluses:  62K  of  RAM,  two  character  sets,  a  self-test 


PflOGftflm/TDM 


Thousands  of  Programs 
Through  the  Mail 


/^.. 


TH6 

PROGfwm/nMC 


LOST 
COLONY 

By  David  Feiielberg  trom  Acorn 
You  are  the  Economic  Manager  o1  the  world  s  firs:  space 
colony  The  next  support  ship  from  Earth  isn  I  due  tor 
another  15  years,  and  you  have  instructions  to  make 
things  go  better  or  get  oul  ot  oHice  in  shame  You  must 
allocate  labof,  explore  new  te^itones.  d&cide  on  produc 
tion  quotas.  <3'efermine  pay  scales  and  taxes  for  the  most 
productivity  You  ft  armed  with  maps  and  charts  10  levels 
ol  diflicutty:   save  the  game  feature  on  disk. 

16K  Tape  or  32K  Disk, 

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ZORK  I,  II,  or  III     Jih 

From  Inrocom  ^0'fiiKl 

You  can  communicate  in  Qomplste  Englith  sentences  in 
these  interactive  adventures,  wilh  a  vocabulary  ol  over 
600  words!  Each  ol  these  literate  games  will  keep  yoii 
entertained  lor  50  hou^s  or  more 

Zork  ],  The  Great  Underground  Empire:  Discover  20 
treasures,  and  light  lor  your  life'  Zork  It,  The  Wizard  of 
Frobozz  The  Wizard  wtll  attempt  to  conlound  your  quest 
with  his  capricious  powers.  Zork  III:  Brand  New 
Adventure' 

32K  Disk  S39.95 


REPTILLIAN 


disk.       «  ^^ 

5o\e 


From  Synapse 
Fight  bfaveEy.  Time  Gladiator  Destroy  each  part  of  ihe 
Reptile  before  it  links  up  wiih  other  crushing  segments  to 
destmy  the  tracking  station  The  hopes  of  an  entire  gafaxy 
lly  with  you'  Requires  )oyslick 

I6K  Tape  or  Disk  S34.95  20%  Off 
Now  Thru  June  1 
You  Pay  Only  S27.96 


SO^e 


.35^.: 


OORF 

From  Hoklan 

A  untQue  Sight  and  sound  adventure  in  the  interstellar  war 
against  the  Gorman  Empfre  You  musi  repel  attacks  by 
Droids.  Anti-Gravity  Bonks.  Anti-Parlicle  Lasers.  Gorfian 
lighters  and  torpedos.  etc  Four  levels  Irom  an  Astrobattle 
to  a  full-Hedged  Space  War  Requires  joystock. 

ROM  Cartridge,  $44.95 16K 

Required 

Disk,  $39.95  24K  Required 


FORT 
APOCALYPSE 

From  Synapse  Software 

The  Warlords  of  Kralfha  have  constructed  a  pnson  deep 
inside  Earth  ^  the  terrifying  FORT  APOCALYPSE  All 
those  who  have  tried  to  rescue  their  slave  captives  have 
vanished  without  a  trace.  How  it's  your  Wrnl  Can  you 
descend  thru  the  Kralfhian  disruptor  fields  and  penetrate 
the  vast  undeiground  Vaults  ol  Draconis''  Can  your 
Rockei-Copter  fight  oH  the  Wormlings.  Servo- Tank  Inter- 
ceptors and  flobo- Choppers''  Multi-player  game  with  ar- 
cade action:  requires  joysticks 

32K  Tape  or  Disk,  $34.95 

SHADOW 
WORLD 

From  Synapse  ,    .      ^.h^., 

Canlederates  defend  pod  cities  in  the  atmosphere  of 
dangerous  Jantor  frorn  Rigillian  ships  violating  the  mining 
Ireatjes  Attacks  for  strategic  minerals!  Threats  from 
mutoid  fifef  Match  your  skills  and  reflexes  to  the  enemtes 
superior  numbers  T  or  2  playe/s  with  dual  independent 
sc:een  display,  requires  Joyst^ck. 

16K  Tape  or  Disk  $34.95 


Programmer's 
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capability,  nearly  complete  compatibility  with  the 
400/800  systems,  four  function  kevs  and  a  "help" 
key,  two  status  LEDs. 

•  Minuses:  One  cartridge  slot  (on  the  side,  and 
you  can  remov^e  the  cartridge  with  power  on  even 
though  you  shouldn't),  two  (not  tour)  joystick 
ports  (both  on  the  same  side  of  the  case;  consider 
getting  a  joystick  cord  extender  for  two-person 
games),  no  memory  board  slots,  no  external  ex- 
pansion capabilities. 

•  huplicatiotis:  Goodbye,  80-column  boards.  Good- 
bye, RAMDISKs  and" the  like.  Goodbye,  CORVUS 
hard  disk  drive  (which,  I  believe,  interfaces  via 
joysticks  three  and  four). 

•  Unfounded  rumors:  There  is  )iot  an  RS-232  interface 
built  in.  There  is  certainly  no  parallel  printer  port. 
In  fact,  there  is  no  hardware  other  than  what  I 
have  described. 

Some  "features"  of  the  machine  are  less  ob- 
vious: none  of  the  current  Atari  software  will  take 
advantage  of  the  expanded  RAM.  When  you  bank 
select  the  RAM,  all  of  the  OS  software,  including 
the  interrupt  handlers,  goes  away,  so  you  must 
provide  at  least  a  minimal  OS  substitute.  Because 
the  I/O  space  is  from  SDOOO  to  SD800  (as  on  the 
400/800),  there  is  no  way  around  having  a  "hole" 
in  your  otherwise  contiguous  RAM.  There  is  no 
way  to  get  at  the  RAM  which  is  "under"  the  car- 
tridge (this  flaw  is  left  over  from  the  400/800;  it  is 
a  real  deficiency).  It  uses  the  same  old  slow  floating 
point  routines. 

So  how  do  I  rate  the  1200XL  in  overall  features 
and  performance?  Quite  honestly,  it  depends 
entirely  on  what  the  price  of  the  machine  is.  At 
anything  under  $450,  it's  a  terrific  bargain.  1  feel 
that,  given  the  obvious  cost-cutting  Atari  was 
able  to  achieve,  it  should  be  able  to  sell  for  half 
the  cost  of  the  800.  However,  the  indications  are 
that  the  price  of  the  800  will  be  dropped  and  that 
the  1200  will  cost  more  than  the  800.  If  so,  buy  an 
800  quick! 

The  exception  to  this  suggestion  is  if  you  will 
write  in  machine  language  or  be  using  non-Atari 
languages  that  can  take  advantage  of  the  extra 
14K  of  RAM  (now  ivherc  would  you  get  a  language 
like  that?).  If  you  need  the  extra  RAM,  then  you 
may  have  to  seriously  consider  the  1200.  Of 
course,  by  the  time  you  read  this,  the  price  of  the 
1200  and  the  new  price  of  the  800  should  be  public 
knowledge,  so  you  will  be  able  to  see  how  accurate 
my  forecasting  is. 

BAIT,  Part  2 

In  March,  we  started  the  process  of  writing  a 
pseudo-BASIC  interpreter,  which  I  called  "BAIT." 
If  you  don't  have  that  article,  this  month's  work 
will  make  virtually  zero  sense,  so  don't  even  at- 
tempt to  follow  the  rest  of  this  column. 

200     COMPUTE!     f/ayWaa 


This  month,  as  promised,  we  add  the  expres- 
sion evaluatorand  tlie  "PRINT"  statement  to 
BAIT.  Note  that  the  listing  published  here  is  not 
complete.  It  is  meant  to  be  added  to  the  March 
listing.  In  a  few  cases,  this  month's  lines  will  over- 
write (be  the  same  number  as)  those  from  March. 
For  example,  wc  have  replaced  lines  4010  through 
4040  and  deleted  line  4050. 

Before  we  get  into  the  explanation  of  the  ac- 
tual listing,  we  need  to  extend  our  discussion  of 
just  how  an  interpreter-  and,  in  particular,  BAIT 
-  works. 

There  are  two  major  parts  to  most  language 
interpreters;  the  program  editor  and  the  program 
executor.  The  March  column  presented  BAIT's 
editor.  It  is  not  fundamentally  different  from  most 
BASIC  editors.  True,  only  a  few  BASICs  that  I 
know  of  use  a  line  number  table,  as  we  did  for 
BAIT  (some  that  do  include  Cromcmco  32K  Struc- 
tured BASIC,  which  we  wrote,  and  Data  General's 
Business  BASIC,  both  designed  for  relatively  large 
machines).  But,  to  be  fair,  BAIT  cheats  by  using  a 
very  small  fixed  number  of  possible  line 
numbers. 

The  editor  used  by  Atari  BASIC  and  BASIC 
A -I-  (and  Cromemco  and  DG  BASICs)  does,  how- 
ever, differ  markedly  from  BAIT's  editor  in  one 
important  apsect.  In  these  more  sophisticated 
BASICs,  the  user's  program  line  is  scanned  for 
correct  syntax  as  it  is  entered  and  automatically 
converted  to  more  usable  internal  "tokens."  Of 
course,  BAIT  should  not  be  chided  for  any  defi- 
ciency here:  most  microcomputer  BASICs  (in- 
cluding, for  example,  Microsoft  BASICs)  do  not 
do  any  syntax  checking  at  entry  (nor  do  they  to- 
kenize  anything  except,  perhaps,  recognized 
keywords).  In  any  case,  BAIT's  editor  seems  quite 
adequate  to  me. 

This  month,  we  begin  the  second  major  part 
of  an  interpreter:  the  program  executor.  Not  sur- 
prisingly, the  program  executor  is  much  larger 
and  more  complex  than  the  editor.  In  fact,  we 
need  to  break  the  executor  down  into  manageable 
hunks.  I  think  an  outline  would  be  useful  here. 

I.  Program  Editor 

II.  Program  Executor 

A.  Initialization 

B.  Execution  by  Line 

1.  Execution  by  Statement 

2.  Execution  of  Statements 

a.  Display  statement 

b.  Print  statement 

...  (various  statements) 

C.  Execution  of  a  direct  statement  or  line 

D.  Error  handler 

This  month,  we  will  add  parts  C,  D,  and  B  to 
BAIT.  (Note  that  we  did  part  A  in  March  and 
faked  C.)  Actually,  part  C  and  part  B  are  so  inti- 


mately  entwined  in  BAIT  that  it  is  hard  to  see 
where  one  begins  and  the  other  leaves  off,  but 
that  doesn't  make  our  outline  any  less  valid. 

Executing  Expressions  In  BAIT 

Not  shown  in  the  above  outline  are  the  major 
routines  which  are  common  to  the  execution  of 
most  statements.  To  illustrate,  first  consider  these 
two  BAIT  statements: 


LA  =  7n3 
PA  +  5 


(Let  A  =  7*13) 
(Print  A+5> 


What  do  these  two  statements  have  in  com- 
mon? An  expression.  From  BAIT's  viewpoint,  the 
two  expressions  here  are  "7*13"  and  "A +  5".  A 
major  portion  of  BAIT  (and,  indeed,  a  major  por- 
tion of  am/  language)  is  the  subroutine  known  as 
"EXecute  EXPression,"  which  resides  in  lines 
5000  through  5999  in  the  accompanying  listing. 
Actually,  EXEXP  in  BAIT  is  fairly  simple  when 
compared  to  that  of  Atari  BASIC.  Remember  the 
rules  from  last  month?  No  functions,  no  prece- 
dence of  operators,  no  arrays,  no  strings. 

Not  surprisingly,  almost  all  BAIT  statements 
call  the  EXEXP  subroutine.  In  turn,  EXEXP  calls  a 
couple  of  routines,  including  GETNC  (GET  Next 
Character  -  lines  8100  to  8160).  GETNC  is  perhaps 
the  lowest  level  routine  of  the  program  execution 
phase  of  BAIT.  It  simply  scans  the  program  mem- 
ory for  the  next  non-space  character,  tests  to  see  if 
it  is  an  alphabetic  character,  and  protests  when 
the  line  runs  out  of  characters. 

EXEXP  uses  GETNC  (line  5100)  to  find  any 
ALPHAbetic  characters  in  an  expression;  such 
characters  are  assumed  to  be  variables  (lines  5300, 
5310).  If  instead,  GETNC  found  a  numeric  charac- 
ter (line  5110),  EXEXP  backs  up  and  scans  for  the 
entire  number  (lines  5400  to  5450).  Only  digits 
and  a  decimal  point  are  allowed  (line  5430);  but 
there  is  a  flaw  (read  that  as  bug)  here  that  allows, 
but  ignores,  more  than  one  decimal  point  and  the 
digits  which  might  follow.  Finally,  if  the  character 
is  neither  alphabetic  nor  numeric,  BAIT  assumes 
that  it  is  an  operator  and  figures  out  which  one 
(lines  5120  to  5230).  If  it  is  not  an  operator,  and  if 
the  expression  was  valid,  EXEXP  returns  to  its 
caller  (line  5160). 

Note  that  in  the  case  of  either  a  variable  or  a 
numeric  literal,  EXEXP  assumes  that  it  has  re- 
ceived the  second  argument  of  an  expression  of 
the  form  "argl  op  arg2"  (lines  5500  through  5530). 
Of  course,  in  the  case  of  the  very  first  argument 
in  any  expression,  there  has  been  no  preceding 
argument.  But  EXEXP  takes  care  of  that  by  pro- 
viding a  dummy  argument  ("0")  and  a  dummy 
operator  {"  -I- ")  in  its  initialization  code  (line  5010). 
Incidentally,  if  EXEXP  detects  two  operators  or 
two  arguments  in  a  row,  it  rules  the  expression 
invahd  (lines  5210,  5220,  and  5510).  Similarly,  null 


expressions  and  expressions  ending  in  an  operator 
are  illegal  (lines  5230,  5530,  and  5160). 

Finally,  the  actual  operators  of  BAIT  are 
"simulated"  via  Atari  BASIC  in  lines  5610  through 
5680.  Note  that  BAIT  allows  BASIC'S  operators 
"  +  ",  "-",  "*",  "/",  ">",  "<",  and  "  =  ".  BAIT  sim- 
plifies the  inequality  sign  to  "#",  instead  of 
BASIC'S  "<>" .  (But  did  you  know  that  many,  many 
of  the  early  BASICs  used  or  allowed  "#"  as  an 
alternative  to  "<>"?) 

Normally,  I  wouldn't  be  so  bold  as  to  suggest 
changing  an  entire  section  of  code,  but  I  think  the 
clumsiness  of  EXEXP  deserves  at  least  one  alter- 
native idea.  If  you  are  using  BASIC  A  -I-  (or  any 
BASIC  with  a  "FIND"  or  "SUBSTRing"  function), 
you  could  replace  lines  5120  to  5128  with  a  single 
line  of  code: 

5120  OP  =  FIND(  "  +  -•/><=#",  C$  ,  0  ):  IF  OP 
THEN  5200 

Of  course,  one  could  have  achieved  similar  results 
with  a  string  and  a  FOR/NEXT  loop  under  Atari 
BASIC,  but  that  would  have  slowed  down  EXEXP 
even  more  than  it  already  is. 

BAIT'S  Print  Statement 

Lines  10200  through  10330  comprise  the  execution 
of  "Print"  under  BAIT.  Notice  that  DOPRINT 
also  uses  GETNC  (line  10210).  Here,  we  are  look- 
ing to  see  whether  a  quoted  string  (line  10220),  an 
expression  (line  10240),  or  nothing  at  all  (line 
10210)  follows  the  "?"  keyword.  (Or  should  we 
call  it  a  key-letter?) 

Literal  strings  are  fairly  simple  to  handle. 
Starting  at  the  character  after  the  quote  mark,  we 
simply  loop  through  the  buffered  line  printing 
characters  as  we  go  and  looking  for  an  ending 
quote  (lines  10300  and  10310).  If  no  matching  quote 
is  found,  it  is  not  an  error,  just  as  with  Atari  BASIC 
(end  of  line  10310).  If  the  quote  is  found,  we  adjust 
the  character  pointer  and  look  for  a  trailing  setni- 
colon  or  comma  (lines  10320,  10330,  then  10250  to 
10280). 

And,  strangely  enough,  arithmetic  expres- 
sions are  the  easiest  of  all  things  to  print.  We 
simply  call  EXEXP  and  display  the  calculated  result 
(line  10240),  falling  through  to  the  trailing  semi- 
colon and  comma  check.  (Of  course,  if  we  were 
writing  in  assembly  language,  we  would  have  to 
write  the  "display  a  numeric  result  in  ASCII" 
routine,  but  even  here  the  Atari  OS  ROMs  would 
help  us.) 

What  Else  Was  Added 

Finally,  we  must  comment  on  the  other  code  that 
was  added  this  month.  Most  of  it,  of  course,  was 
needed  to  support  the  EXEXP  and  DOPRINT 
routines.  However,  some  of  it  certainly  is  obscure 
enough  to  bear  explanation.  As  we  did  in  March, 
we  will  comment  on  the  code  by  line  number(s). 

Mav1V83    COMPUTF!     201 


1100.  C$  is  used  to  capture  the  next  character 
by  GETNC.  The  array  VARIABLES  is  designed  to 
hold  26  variables  (A-Z).  One  could  easily  amend 
this  to  any  multiple  of  26  and  allow  variable  names 
of  the  form  Al,  A2,  etc. 

1110.  This  is  kind  of  silly.  In  the  final  code, 
all  variables  will  be  initialized  to  zero.  However, 
since  we  do  not  yet  have  a  "Let"  statement,  1 
wanted  to  give  each  variable  a  unique  value  so  we 
could  use  it  in  "Print".  Hence,  A  =  l,  B  =  2,  C  =  3, 
etc. 

1120.  Simply  a  place  to  stuff  an  error  message. 

1520  to  1550.  The  line  numbers  of  some  of 
our  more  important  routines. 

1710.  I  hate  using  "TRAP40000".  1  like  "TRAP 
UNTRAP"  much  better. 

2360.  The  only  line  I  actually  corrected  from 
the  March  listing.  Do  you  see  what  the  bug  was? 

3320.  Just  changed  the  comment  to  make 
more  sense. 

4010  to  4040.  The  beginnings  of  our  "Line 
execution"  control  routine.  We  get  the  starting 
and  ending  positions  of  the  current  line.  If  the 
line  doesn't  exist,  we  try  for  the  next  line.  If  this  is 
a  direct  line,  we  flag  it  for  later  detection  (line 
4040). 

4210.  As  things  sit  now,  if  we  get  here  we  are 
ready  to  execute  the  direct  statement.  It  had  better 
be  the  "P"  (Print)  key-letter. 

4220.  Why  call  line  4900?  Why  not  do  it  in-line 
right  here?  Wait  until  next  month. 

4610.  If  we  didn't  just  execute  a  direct  line, 
we  go  do  another  line.  (Won't  happen  this 
month.) 

4620  to  4640.  This  code  was  at  lines  4010  to 
4040  last  month.  It  just  cleans  up  the  program 
buffer  for  use  by  the  editor. 

4910.  Read  line  4920. 

5010  to  8160.  Described  in  the  text  above. 

8200  to  8290.  Why  do  this  several  places  when 
a  single  routine  will  do?  Note  line  8240:  Atari 
BASIC  does  a  similar  thing  with  the  6502's  CPU 
stack  when  it  encounters  an  error.  Why  try  to 
recover  through  who  knows  how  many  sub- 
routine calls  when  one  can  simply  reset  the  stack 
to  the  top  and  ignore  them? 

10200  to  10330.  Described  in  the  text  above. 

Using  What  We  Have 

Again,  BAIT  seems  to  work  as  designed  up  to  this 
point.  You  can  type  in  program  lines  (with  pre- 
ceding line  numbers)  or  you  can  type  in  a  direct 
statement.  Unfortunately,  all  direct  statements 
are  assumed  to  be  "Print,"  but  just  wait  until  next 
month. 

And  just  what  can  you  "Print"?  Virtually  any 
numeric  expression  that  uses  the  BAIT  operators 
and  literal  numbers.  Of  course,  you  can  also  use 


the  variable  letters  "A"  through  "Z,"  but  this 
month  you  will  get  the  artificial  values  they  con- 
tain. To  get  you  started,  here  are  some  statements 
to  try  when  you  get  BAIT's  "ready"  prompt: 

P  "HI  THERE" 
P  "HI  THERE", 
P  "HI  THERE"; 

Pl+2+3+4 

Pi    -t-   2   +   3    +   4 

PA+B+C+D 

P4>5 

P4<5 

Pl/3 

P  1/2  =  0.5 

Pl/2  #  0.5 

P  1/3; 

And  one  last  P.S.,  a  kind  of  taste  of  what's  to 
come.  Once  you  have  the  listing  working  and 
saved,  try  adding  one  line: 

4905  IF  C$  =  "D"  THEN  GOTO  DODISPLAY 

If  you  don't  see  what  it  allows,  then  wait  for  next 
month. 

Next  Month 

Naturally,  we  will  have  Part  3  of  BAIT.  We  will 
actually  begin  running  BAIT  programs,  and  we 
will  add  about  half  of  the  remaining  BAIT  state- 
ments to  our  vocabulary. 

Unless  something  else  hits  me  in  the  next 
week  or  two,  I  think  I  will  respond  to  mv  own 
challenge  and  begin  talking  about  how  to  write 
self-relocatable  assembly  language. 

1100   DIM   C$(l) ,VARIABLES{26) 

1110    FOR  ALPHA=0    TO   26 : VARIABLES (ALPHA) =AL 

PHA:NEXT   ALPHA 
1120    DIM   ERR$(40) 
1520    LET  GETNC=8100 

1530    SYNTAX=83  00:ERROR=8200:EXEXP=5000 
1550    DODISPLAY=10100:DOPRINT=10200 
1700   REM   MISCELLANY 
1710    UNTRAP=40000 
2360    IF   LINE$(1,1)=''?"   THEN   LINES=LINES  (2) 

:GOTO   2350 
3320    REM   NOTE   THAT   CURLINE=0    AS   WE   FALL   TO 

LINE    4000 
4010    LENGTH=LINESCCURLINE) :IF   LENGTH=0    THE 

N   4600 
4020    CURLOC=INT (LENGTH/1000) :LENGTH=LENGTH 

-1000*CURLOC 
4030   CUREND=CURL0C+LENGTH-1 
4040    IF   CURLINE=0    THEN   CURLINE=-1 
<<<   DELETE   LINE    4050>>> 
4100    REM   READY   TO   EXECUTE   A   LINE 
4200    REM   EXECUTE   THE   STATEMENT 
4210    GOSUB    GETNC: IF    NOT  ALPHA   THEN   GOTO   SY 

NTAX 
4220   GOSUB   4900 

4600    REM   COME   HERE    FOR   NEXT    LINE 
4610    CURLINE=CURL1NE+1:IF   CURLINE>0    THEN   4 

000 
4620    BUFFER$( INT ( LINES (0)/1000) )="*" 
4630    LINES (0)=0 
4640    GOTO    PROMPT 
4900    REM   THE   STATEMENT   CALLER 


202    COMFUni    May  1963 


4910 
4920 
5010 
5020 
5100 
5110 
5120 
5121 
5122 
5123 
5124 
5125 
5126 
5127 
5128 
5160 
5170 
5200 
5210 
5220 
5230 
5300 
5310 
5400 
5410 

5420 

5430 

5440 

5450 
5500 
5510 

5520 
5530 
5600 
5610 
5620 
5630 
5640 
5650 
5660 
5670 
5680 
5900 
8100 
8110 

8120 
8130 
8140 
8150 
8160 
8200 
8210 
8220 

8230 
8240 

8250 
8290 
8300 
8310 
10200 


GOTO    DOPRINT 

REM   LINE   4910    IS    TEMPORARY    l!!l 

EVAL=0:LASTOP=-1 

VALID=0 

GOSUB  GETNC:IF  ALPHA  THEN  5300 


IF  C$>="0 
REM  WHICH 
IF  CS="+" 
C$="-" 
C$="*" 
€$="/" 
C$=">" 

n  y  n 


'  AND  C$<=' 
OPERATOR? 
THEN  0P=1: 


9"  THEN  5400 


IF 
IF 
IF 

IF 


GOTO 
GOTO 
GOTO 
GOTO 
GOTO 
GOTO 


5200 
5200 
5200 
5200 
5200 
5200 
5200 
5200 


THEN  0P=2 

THEN  0P=3 

THEN  0P=4 

THEN  0P=5 
IF  C$="<"  THEN  0P=6 
IF  C$="="  THEN  0P=7:G0T0 
IP  C$="#"  THEN  0P=8:G0T0 
IP  VALID  THEN  RETURN 
GOTO  5900 

REM  GOT  AN  OPERATOR 
IF  LASTOP>0  THEN  5170 
IF  LASTOP<0  AND  0P>2  THEN  5170 
LASTOP=OP:VALID=0:GOTO  5100 
REM  GOT  A  VARIABLE 
VAL2=VARIABLES (ALPHA) : GOTO   5500 
REM  GOT  A  NUMERIC 

CURL0C=CURL0C-1:REM  BACKUP  TO  FIRST  N 
UMERIC 
FOR  LL=CURLOC  TO  CUREND :C$=BUFFER$ {LL 

) 

IF  (C$>="0''  AND  C$<="9")  OR  €$="."   TH 
EN  NEXT  LL 

VAL2=VAL(BUFFER$(CURL0C,LL-1) ) 
CURLQC=LL 
REM  VAR  OR  NUMERIC 

IF  LASTOP=0  OR  ABS(LAST0P)>8  THEN  5  90 
0 

GOSUB  5600+10*ABS(LASTOP) 
LASTOP=0:VALID=1:GOTO  5100 
REM  EXECUTE  OPERATORS 
EVAL=EVAL+VAL2 ; RETURN 
EVAL=EVAL- VAL2 : RETURN 
EVAL=EVAL*VAL2 : RETURN 
EVAL=EVAL/VAL2 : RETURN 
EVAL=(EVAL>VAL2) :RETURN 
EVAL=(EVAL<VAL2) : RETURN 
EVAL=(EVAL=VAL2) : RETURN 
EVAL=(EVAL<>VAL2) : RETURN 
ERR$="INVALID  EXPRESSION" : GOTO  ERROR 
-REM  GETNC 

IF  CURLOOCUREND  THEN  C=-l  :CS=CHR$  (15 
5) :GOTO  8140 

C=ASC(BUPPER$(CURLOC) ) :C$=CHRS(C) 
CURL0C=CURL0C+1 
IF  C=32  THEN  GOTO  GETNC 
ALPHA=(C$>="A"  AND  C$<="Z " ) * CC-64) 
RETURN 

REM  ERROR  ROUTINE 
PRINT  : PRINT  "***"; ERR$; "***" ; 
IF  CURLINE>0  THEN  PRINT  "  AT  LINE  ";C 
URLINE 

PRINT  :TRAP  8250 

POP  :POP  :POP  :POP  :POP  ;POP  :POP  :P0 
P 

TRAP  UNTRAP 
GOTO  PROMPT 
REM  SYNTAX  ERROR 
ERR$="SYNTAX  ERROR" :G0T0  8200 
REM  ==EXECUTE  PRINT== 


0250  IF  CS=";"  THEN  RETURN 

0260  IF  C$=","  THEN  PRINT  ,: RETURN 

0270  IF  C<0  THEN  PRINT  :  RETURN 

0280  GOTO  SYNTAX 

0300  FOR  LL=CURLOC  TO  CUREND : C $=BUFFER ? (LL 

) 
0310  IF  ASC(C$)<>34  THEN  PRINT  C$; :NEXT  LL 

: PR I NT  : RETURN 
0320  CURL0C=LL+1: GOSUB  GETNC 
0330  GOTO  10250  © 


10210  GOSUB  GETNC: IF  C<Q  THEN  PRINT  :RETURN 

10220  IF'C=34  THEN  10300 

10230  CURL0C=CURL0C-1 

10240  GOSUB  EXEXP: PRINT  EVAL; 


Use  the  handy 

reader  service  cards 

in  the  back  of  the 

rr^agazine  for 

information  on 

products  advertised  in 

COMPUTE! 


ATARr 


PAYROLL  SOFTWARE 

FOR 

THE  ATARP  800 " 


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Includes  tndex. 

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See  your  local  store,  or  contact  Miles  Computing 


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7136  Haskell  Ave.  #204 
Van  Nuys,  CA  91406 
(213)  994-6279 


Alan  is  a  registered  trademark  of  Atan.  Inc 

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wefcome 


I^4{iy1933    COMPimt    203 


Part  IV 


Commodore  64  Video 
A  Guided  Tour 


Jim  Butterfield,  Associate  Editor 


In  Part  4  of  this  guided  tour  of  the  impressive  video 
capabilities  of  the  Commodore  64,  we  take  a  look  at 
the  video  structure  itself  and  explore  program  design 
considerations. 


The  story  so  far:  we're  touring  the  6566  chip,  which 
gives  the  Commodore  64  its  video.  We  have  noted 
that  the  chip  goes  to  memory  for  its  video  infor- 
mation, but  can  only  reach  16K;  the  computer 
controls  which  16K  bank  via  control  lines  in  56576 
(hex  DDOO).  Then  we  looked  through  the  functions 
of  the  video  control  words  -  sprite  and  non-sprite 
-  at  53248  to  53286  {hex  DOOO  to  D026). 

We've  examined  all  the  bits  in  the  video  chip 
control  registers.  Now  let's  ease  back  and  look  at 
the  64's  video  structure.  We'll  talk  a  bit  about  pro- 
gram design  considerations. 

A  Single  16K  Slice 

In  Part  1  of  this  series  (February  1983),  we  dis- 
cussed how  the  video  chip  gets  its  screen  infor- 
mation directly  from  memory.  We  indicated  that 
the  chip  must  dig  out  all  of  its  information  from  a 


The  video  chip  obtains  its  screen  information 
from  one  of  four  16K  memory  "slices."  Two  of 
the  slices  contain  tfie  ROtA  character  generator. 


single  16K  slice.  We  might  draw  this  as  a  diagram 
(see  the  figure). 

We  can  control  which  slice  we  want  by  man- 
ipulating the  two  low  bits  in  address  56576  (hex 
E)DOO).  Normally,  the  processor  picks  the  slice 
from  0  to  16383. 

Once  we've  picked  a  16K  block,  we  must  get 
all  screen  data  from  this  block:  the  "screen  mem- 
ory," the  character  set,  and  the  sprites.  We  cannot 
get  the  screen  data  from  one  block,  the  character 
base  from  another,  and  sprites  from  still  another. 
Because  we  are  restricted,  we  must  do  a  little 
planning,  and  design  our  video  information  into 
our  program. 

After  we  have  picked  the  16K  slice,  we  must 
set  the  video  matrix  (screen  memory)  to  some 
point  within  it.  We  may  pick  any  multiple  of  1024 
as  a  starting  address.  The  normal  64  configuration 
is  set  to  a  value  of  one,  meaning  we  take  the  screen 
information  from  memory  starting  at  address 
1024.  The  video  matrix,  you  may  remember,  is 
stored  in  the  high  nybble  (that  means  multiply  it 
by  16)  of  53272  (hex  DOl 8). 

We  must  pick  our  character  base  next.  If  we're 
in  normal  resolution,  we  may  pick  any  even  mul- 
tiple of  1024  as  a  starting  address:  i.e.,  0,  2048, 
4096,  etc.  If  we're  in  high  resolution  mode,  we 
must  pick  only  values  of  zero  and  eight,  meaning 
that  the  hi-res  starting  address  will  be  either  0  or 
8192.  The  normal  64  configuration  is  set  to  four  or 
six  for  either  graphics  or  text  mode,  meaning  we 
take  our  character  set  from  4096  or  6144.  You 
probably  remember  that  the  character  base  is 
stored  in  the  low  nybble  of  53272. 

So  we'd  expect  a  normal  64  to  place  into  ad- 
dress 53272:  a  video  matrix  of  one,  times  16,  plus 
a  character  base  of  four  or  six,  yielding  a  total  of 
20  or  22.  You  may  in  fact  sec  21  or  23  if  you  PEEK 
the  location,  but  the  extra  bit  doesn't  matter  -  it's 
not  used.  And  if  we  switch  to  high  resolution 
without  changing  anything  else,  our  character 
base  of  four  or  six  will  be  trimmed  back  to  zero  - 
explaining  whv  we  saw  zero  page  when  we  tried 
POKE  53265,48  in  Part  1  of  this  series. 

Let's  try  a  few  specific  design  jobs. 


204     COMPUTi!     May  1983 


Now  the  VIC  20  and  64  can 
communicate  with  PET  peripherals 


--lSa;;r-> 


'Mllll 


'^^^S*' 


IsSliilir"' 


VIC  and  64  users 

Would  you  like  to  be  able  to  access  any  of  these 
peripherals  from  your  computer? 

^'     '/a  megabyte  disks  (Commodore  4040  drive) 

'     1  megabyte  disks  (Commodore  8050  drive) 

'     1 0  megabyte  disks  (Commodore  9090  hard  disk) 

'     Printers  including  a  wide  range  of  inexpensive 
IEEE  and  RS232  matrix  and  quality  printers 

IEEE  instruments  such  as  volt  meters,  plotters  etc. 

Now  you  are  no  longer  limited  by  the  VIC  or  the  64's 
serial  bus.  Simply  by  attaching  INTERPODyou  can 
vastly  increase  the  power  of  your  VIC  20  and  when 
used  with  the  new  64,  INTERPOD  turns  the  computer 
into  a  really  powerful  system. 


With  INTERPOD  the  VIC  and  64  become  capable  of 
running  really  professional  quality  software  such  as 
Word-processing,  Accounting,  Instrument  control  and 
many  more. 

INTERPOD  will  work  with  any  software.  No  extra 
commands  are  required  and  INTERPOD  does  not 
affect  your  computer  in  any  way. 

Using  INTERPOD  is  as  easy  as  this:      o 

Simply  plug  INTERPOD  into  the  serial  port  of  your 
computer,  power-up  and  you  are  ready  to 
communicate  with  any  number  of  parallel  and  serial 
IEEE  devices  and  any  RS232  printer. 

INTERPOD  costs  ^180 


ll4TlsKI><>l> 


Limbic  Systems  Inc.  986  Tower  Place,  Santa  Cruz,  CA  95062 


Task  1:  Simple  Graphics 

We're  quite  satisfied  with  the  screen  and  character 

set,  but  we'd  like  to  add  a  few  sprites  to  liven 
things  up.  Fine,  the  normal  64  configuration  leaves 
room  for  about  four  sprite  drawings  (numbers  11, 
13,  14,  and  13),  provided  we  don't  need  to  use 
cassette  tape  during  the  program  run.  This  may 
be  enough  for  a  lot  of  animation;  all  eight  sprites 
could  use  a  single  drawing,  if  that  suited  the  task. 

If  we  needed  more  than  four  drawings,  we 
might  be  tempted  to  move  the  start-of-BASIC 
pointer  to  a  higher  location,  making  room  for  the 
extras.  That  can  work  quite  well,  but  it  will  prob- 
ably call  for  two  programs:  a  configuring  program 
and  a  final  program.  It's  hard  for  a  program  to 
reconfigure  itself  and  survive. 

Task  2:  New  Character  Sets 

If  we  wish  to  use  the  regular  character  set  as  well 
as  new  characters  that  we  might  devise,  we'll 
want  to  stay  in  the  memory  blocks  from  0  to  16383 
or  32768  to  491 51.  These  two  blocks  contain  the 
ROM  character  generator  at  offset  4096  to  8191 .  If 
we  don't  need  regular  characters  at  all  (if  we  intend 
to  use  our  own)  it  may  be  more  convenient  to 
switch  to  cither  of  the  other  two  blocks:  16384  to 
32767  or  49152  to  65535.  Since  there's  nothing  but 
RAM  in  these  two,  we  may  find  more  room. 

Note  that  some  of  these  RAM  addresses  are 
"hidden"  beneath  ROMs  -  BASIC  from  40960  to 
49151,  and  the  Kernal  from  57344  to  65535.  The 
video  chip  sees  only  the  RAM;  but  in  a  normally 
configured  64  system,  programs  will  see  only  the 
ROM.  You  can  POKE  or  store  to  the  RAM  beneath, 
but  when  you  PEEK  or  load  from  these  addresses, 
you'll  get  the  ROM.  That's  OK;  the  \ideo  chip 
sees  the  RAM  locaticms  you  have  POKEd.  Result: 
something  for  nothing!  You  can  build  a  character 
base  into  RAM,  and  not  lose  any  memory  from 
your  system. 

Task  3:  Emulating  A  PET 

This  is  a  clear-cut  task.  We  want  to  move  the  screen 
to  the  same  place  that  the  PET  uses  the  screen. 
That's  very  straightforward  from  a  video  chip 
standpoint.  (Note:  If  you  type  the  following 
POKEs  in  one  at  a  time,  you  may  have  to  type 
blind  for  some  of  them.)  The  PET  screen  belongs 
at  32768,  so  we  must  select  that  slice  with: 

POKE  56576,5 

so  that  we'll  pick  up  RAM  starting  at  32768.  The 
ROM  character  generator  is  still  in  place. 

Since  we  want  the  screen  (video  matrix)  to  be 
positioned  right  at  the  start  of  the  block,  we  must 
set  it  to  a  value  of  zero.  The  character  base  can 
stay  at  its  value  of  four  (for  graphics  mode),  so  we 
must  set  up  address  53272  with  zero  times  16  plus 
four: 

POKE  53272,4 

2D6    COHPUTt!     May  WB3 


That  completes  the  video,  but  we  have  a  iew  other 
things  to  do  to  make  BASIC  work  in  a  sound 
manner.  We  must  tell  BASIC  where  the  new 
screen  is  located: 

POKE  648,128 

And  finally,  we  should  set  the  start  and  end  of 
BASIC  to  correspond  with  a  32K  PET: 

POKE  1024,0:POKE  44,4:POKE  56,128:NEW 

Clear  the  screen,  and  the  job's  done.  Zero  page 
usage  is  still  different,  so  not  all  PEEKs  and  POKEs 
will  automatically  work  on  this  reconfigured  sys- 
tem; but  BASIC  and  screen  now  match  the  PET. 

Task  4:  High  Resolution  Plotting 

There  are  only  eight  places  in  memorv  that  we 
can  place  a  high  resolution  screen:  0,  8192,  16384, 
24576,  32768,  40960,  49152,  and  57344,  We  tend  to 
choose  the  two  16K  blocks  that  don't  have  the 
character  generator,  16384  to  32767  and  49152  to 
65535.  That  way,  we'll  have  more  clear  RAM  to 
use;  there  will  be  more  space  left  for  our  video 
matrix  and  any  sprites  we  need. 

If  we  want  to  write  characters  on  the  hi-res 
screen,  we'll  have  to  generate  them  ourselves  or 
steal  them  irom  the  character  generator.  Here's 
an  odd  thing  -  the  video  chip  sees  the  character 
ROM  at  two  different  addresses,  but  the  processor 
chip  (and  that  includes  your  program)  sees  the 
same  4K  ROM  only  at  a  third  location,  53248  to 
57343.  Most  of  the  time,  the  processor  can't  see 
the  ROM  anyway,  since  the  addresses  are  overlaid 
with  the  I/O  chips. 

So  if  our  program  wants  to  see  the  character 
set,  it  must  flip  away  the  I/O  chip  with  POKE  1,51 
-  stop,  don't  do  it  yet!  There  are  two  problems. 
First,  once  the  I/O  chips  are  moved  out  -  sound, 
video,  interface,  everything  -  vou  won't  be  able 
to  type  on  the  keyboard;  so  you'll  never  be  able  to 
type  the  POKE  to  put  everything  back.  Second, 
the  interrupt  program  uses  these  I/O  chips  for 
quite  a  lew  things,  and  it  will  go  berserk  the  mo- 
ment you  take  them  out  of  action.  So  we  must 
use  a  program  or  a  multiple  direct  command  to 
do  the  job,  and  we  must  temporarily  lock  out  the 
interrupt  activity.  Type  the  following  statements 
as  a  single  line: 


POKE  56333,127: 

POKE  1,51: 

X  =  PEEK(53256): 

POKE  1,55: 
POKE  56333,129 


(lock  out  the  inturrupt) 
(flip  out  I/O) 
(read  p.irl  of  clinriicler) 
(restore  I'O) 
(restore  interriipl) 


X  will  contain  the  top  row  of  pixels  for  the 
letter  "A."  If  vou  like,  you  can  draw  a  character's 
shape  with  the  following  program: 

100  INPUT "CHARACTER  NUMBER"; A 
110  IF  A<0  OR  A>255  THEN  STOP 
120  B=5324a+8*A 
130  C=56333 


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Oooimodore  64  is  a  trademark  oF  Coinmodore  Business  Machines 

VisiCalc  is  a  Irademark  of  VisiCorp. 

Calc  Resuit  is  airademarkol  Handle  Sottware,  AB. 


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BUSIWRITER 


BUSIWRITER  A  Honey  of  a  Word  Processor 

Why  word  processors? 

Word  processors  allow  the  user  to  quickly  and  easily  create  letters, 
memos,  notes,  reports,  term  papers,  manuals,  poetry  and  any  other  writ 
ten  information  using  the  memory  of  the  computer  as  a  pencil  and 
paper.  The  computer  display  or  terminal  acts  as  a  window  through 
which  the  user  views  the  information  as  it  is  entered.  The  outstanding 
advantage  of  using  BUSIWRITER  is  that  it  acts  not  only  as  a  pencil  and 
paper  but  as  a  perfect  eraser  and  automatic  typewriter. 


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BUSIWRITER  The  Queen  Bee  of  Word  Processors 

BUSIWRITER  allows  the  user  to  quickly  and  easily  make  any  number 
of  alterations  to  the  text.  BUSIWRITER  will  instantly  reformat  your  text 
and  show  you  exactly  and  continuously  how  the  final  output  will  appear. 
BUSIWRITER  has  more  functions  than  any  other  known  microcomputer 
word  processor.  With  BUSIWRITER  assisting  in  the  entry  of  text,  provid- 
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140  FOR  J=0  TO  7 

150  POKE  C,127:POKE  1 , 51 : X=PEEK (B+J } / 

128 
160  POKE  l,55:POKE  C, 129 
170  FOR  K=l  TO  8 
180  X%=X:X=(X-X%)*2 
190  PRINT  CHR$(32+X%*3); 
200  NEXT  K:PRINT 
210  NEXT  J 
2  20  GOTO  100 

To  terminate  this  program,  enter  a  number 
over  255.  You'll  note  that  most  of  the  characters 
are  drawn  with  "double  width"  lines.  A  video 
technician  would  tell  you  that  this  reduces  the 
video  frequencies  and  is  likely  to  cause  less  picture 
smear. 

Arranging  the  video  areas  is  almost  an  art.  It 
takes  a  little  practice,  but  you'll  get  the  knack  oi  it 
fairly  quickly. 

In  the  next  and  final  section,  we'll  give  a  sim- 
ple example  of  a  program  using  sprites.  In  this 
way,  we'll  try  to  draw  together  some  of  the  skills 
discussed  in  this  series. 


Copi/right  (:19S2     liiii  Bntterfichi 


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210    COMWTCI    Mot19i3 


VIC  File  Case 


John  Stilwell 


Nothing  difficult.  ju$t  a  straightforainrd,  easy-to-use 
(hozo'did-l-maimge-zvithout  it?)  program  for  your  VIC 
to  keep  track  of  files.  For  VlC's  of  any  memory  size. 


I  have  a  lot  of  fun  playing  games  on  my  VlC-20, 
but  I  use  it  for  work,  too.  I  recently  found  that  I 
needed  a  program  to  keep  track  of  files  -  some- 
thing versatile,  so  the  format  had  to  be  simple. 
Since  I  couldn't  find  anything  already  written,  1 
wrote  my  own. 

The  "File  Case"  is  a  set  of  31  pages  with  ten 
entries  per  page.  Because  of  the  limited  screen 
space,  each  entry  can  be  no  more  than  two  lines 
long  to  prevent  any  scrolling. 

Because  of  the  "crunching"  techniques  I  used 
when  writing  this  program,  some  lines  are  longer 
than  the  maximum  80  columns.  When  typing  in 
the  longer  lines,  use  abbreviations  for  the  com- 
mands. For  example,  PRINT  is  entered  as  ?. 

Type  N  to  start  a  new  file.  You  will  be  asked 
to  confirm  and  then  to  give  the  new  file  name. 
Note:  This  will  erase  any  data  already  in  the 
computer. 

Type  P  and  the  page  number  you  want;  then 
push  RETURN.  The  page  shows  ten  entry  num- 
bers with  a  "-"  after  them.  To  make  an  entry, 
type  E  and  type  in  the  number  (one  of  the  ten 
displayed)  on  the  page  where  you  want  it  to  go. 
After  pressing  RETURN  again,  type  in  your  entry. 
The  entry  cannot  include  commas  or  colons.  When 
you  hit  RETURN,  it  will  appear  on  the  page.  When 
entering  or  inserting  a  line,  if  you  want  the  line  to 
appear  in  the  catalog,  it  has  to  be  reversed.  To  do 
this,  type  ",  then  CONTROL  RVS  ON,  and  then 
type  in  your  entry  (all  of  this  on  the  same  line). 
When  you  hit  RETURN,  the  entry  will  appear  in 
inverse  video  on  the  page  {white  on  black). 

Type  I  to  insert  a  line  between  tw^o  existing 
entries.  An  existing  line  may  be  deleted  by  typing 
K.  This  kills  the  specified  line  and  moves  up 
all  succeeding  lines.  Type  S  to  save  your  data 
on  tape,  and  L  to  load  the  data  back  into  the 
computer.  Type  ?  to  get  the  definitions  of  the 
controls. 

To  cancel  a  control  (except  for  Load,  Save,  or 
New),  simply  type  any  control  letter  instead  of  an 
entry  number. 


Pressing  RETURN  will  move  you  to  the  next 
page.  Type  C  to  get  the  catalog.  If  any  of  your 
entries  are  reversed,  they  will  appear  next  to  the 
page  number  that  they  are  on.  The  catalog  can 
show  only  ten  listings  at  a  time.  If  you  have  more 
than  ten  reversed  entries,  push  RETURN  to  get 
the  next  ten  reversed  entries. 

If  you  are  not  using  a  memory  cartridge,  1 
suggest  that  the  variable  N  in  line  1  be  changed 
from  309  to  109.  This  gives  you  only  11  pages  to 
work  with.  If  you  want  more  or  fewer  pages  to 
work  with,  then  change  this  number  by  multiples 
of  10  only.  The  program  will  work  with  any  mem- 
ory configuration. 
10    N=309:X=(N+1)/10:DIMS$Cn):P=1;POKE3  687 

9,  187 
20  FORI=0TON:S$(I)="-":NEXT 
3  0  PRINT" (clear) " 
40  GOSUB590:IFA=0THENPRINT"f03  UP)":G0T04 

0 
50  ONAGOTO60,140,220,260,330,390,450,510, 

5  50 
60  K=0 

70    Q=0:PRINT" {clear} {BLK} iREVlCATALOG    :"? 

T$:PRINT"PAGKIPUR} " 
80    FORJ=KTON:IFASC(S$  C J ) )=18THEN:PRINTINT 

( J/10  +  1),-S?(J)  :Q=Q+1:IFQ>9THENG0T 

0100 
9  0  NEXTJ 

100  IFJ>=NTHENGOTO40 
110  PRINT" {down} I REVIHIT  RETURN  TO  CONTINU 

e{off} " 
120  geta?:ifa$=""then  120 

130  K=J+1:GOTO70 

140  INPUT" {BLK} WHAT  PAGE{ PUR} "; P? : P=VAL( P? 

) :A?=P$:GOSUB610;IFA=0THEN160 
150  GOTO40 

160  IFP<1ORP>XTHENPRINT"{02  UP}":GOTO140 
170  PRINT" (clear) ( REV } {BLk5pAGE"P ;T5 :PRINT 

" {pur} ": fori =0TQ9:L={P-1)* 10+1: PR 

INT" (left)  "L;S?(L) : NEXT 
180  GQSUB  590: IF  A=0  THEN  200 
190  GOTO  50 

200  P=p+1:IF  P>XTHENP=1 
210  GOTO  170 
220  INPUT" (BLK}ENTER#{pUR} " ; R$ :R=VAL( R? ) :A 

?=R$:GOSUB610:IFA=0THEN240 
2  30  GOTO40 

240  IFR<0ORR>NTHEN  PRINT" (02  Up}":GOTO220 
250  INPUTS? (R) :GOTO170 
260  INPUT" {BLK}INSERT#{PUR} " ; R5 : R=VAL( R? ) : 

A$=R$:GOSUB610:IFA=0THEN280 
270  GOTO40 

280  IFR<0ORR>NTHEN  PRINT" {02  UP}":GOTO260 
2  90  PRINT" {elk} ENTRY {PUR3 ": INPUTD? : PRINT" ( 

BLK}INSERTING{pur}":IFR=NTHEN170 

MovWSa     COMPUTl!     211 


300 


310 

320 
3  30 


3  40 
3  50 
360 
370 
380 
390 

400 
410 
420 


430 
440 
450 

460 
470 
480 


490 
500 

510 


FORI=RTON-1STEP2 :SA$  =  S$  Cl  +  1 ) : S$ (l+l )=S 

? (I) : S$ (I )=D5 :D$=SA? :IFASC(D? )=45 

THENGOTO320 

NEXT 

GOTO170 

INPUT" {BLK]KILL  which  LINE# [pur] " ; R$ : R 

=VAL(R$):A$=R$:GOSUB610tIFA=0THEN 

3  50 

GOTO40 

IFR<0ORR>NTHENPRINT" {02  up) ":GOTO330 

IFR=NTHEN380 

F0RI=RT0N-1 : S$ ( I ) =S5 ( I +1 ) : NEXT 

S$(N)="-":GOTO170 

PRINT" {clear} [BLK) {revIsAVE  TO  TAPE":P 

RINT" {dOWnIaRE  you  SURE  (y/n) 

GETA? ; IFA5=" "THEN400 

IFA$="N"THEN170 

OPENl, 1,1,T$: PRINT* 1,T$:FORI=0TON: PRIM 

T#1,S5(I) : PRINT" tHOMEj "TaB(15); I: 

NEXT:CL0SE1 

PRINT" (10  D0WN}"T$"  saved { down } {?UR} " 

GOTO40 

PRINT" {clear} {elk} {rEV}L0AD  FROM  TAPE" 

: PRINT" {DOWN}aRE  YOUR  SURE  (y/n) 

GETA5:IFA$=""THEN460 

IFA$="N"THEN170 

OPENl ,1,0: INPUT#1 , T$ : FORI=0TON: INPUT* 1 

,S${l) : PRINT" {home} "TAB(15 ) ; I :NEX 

T:CL0SE1 

PRINT" {06  down} {pur}" 

GOTO40 

PRINT" {down} {elk} {rEV}aRE  YOU  SURE  (y/ 


N) {PUR] " 
5  20  GETA$:IFA?=""THEN520 
530  IFA$<>"Y"THEN170 
540  PRINT"THE  NEW  FILE  NAME" : INPUTT? :G0T02 

0 
550  PRINT" {clear} {rev} {BLK}  CONTROL  DEFINI 

TIONS   ": PRINT" { REV }C{ off} ATAL0G{ 

down} ": print" {rev3p{off}age  NUMBE 
r{down} " 

560  print" {REV3e{0PF}nTER  LINE{D0WN} ":PRIN 
T" {rEV}i {OFFJnSERT  LINE{D0WN] ":PR 

int"{rev}k{off}ill  line{down]" 

570  PRINT" {rEV3s{0FF]AVE  TO  TAPE? DOWN} ": PR 
INT" {REV}l{0FF}0AD  FROM  TAPE{doWN}" 

:PRint" {rev3n{off3ew  file{down} " 

:PRINT" {REV}?[oFF}  DEFINITIONS" 

5  80  GOTO40 

5  90  PRINT "{ DOWN] { BLK) { rev} C,P,E, I, K,S,L,N, 

?{PUR]" 
600  GETA?:IFA$=""THEN600 
610  IFA?="C"THENA=1: RETURN 

RETURN 

RETURN 

RETURN 

RETURN 


6  40 
650 


620  IFA$="P"THENA=2 
630  IFA$="E"THENA=3 

IFAS="I"THENA=4 

IFA?="k"THENA=5 
660  IFA$="S"THENA=6:RETURN 
670  IFA$="L"THENA=7: RETURN 
680  IFA$="N"THENA=8:RETURN 
690  IFA?="?"THENA=9: RETURN 
7  00  A=0: RETURN 


yiMeTREK 


OOP 


JUL 


Take  Command! 

>  command  of  the  USS  Enterprise  and  turn  your  VIC : 
)  0  Sfarship!  As  commander  you  must  use  all  your  skills  i 
protecting  Federation  limits  from  enemy  ships.  Maneuvering 
your  ship,  firing  its  weapons  -  phasers,  photons,  and  probes-  and 
maintaining  its  shields  and  power,  require  skill  and  experience, 
but  you  have  weapons  analysis,  scanning,  and  domage  reports 
to  help  out.  This  complex,  fast-moving  strategy  game  has  50  skill 
levels  and  a  (pseudo)  real-time  option. 


ViC  20  with  1 6K  f^/lemory  Exponsion,  cassette.  On  sale  near 

you  or  send  check  for  $2 1.95  to: 

VOYAGER  SORWARE  P.O.  BOX  1126   BURUNGAME,  CA  94010 

Allow  2 1  Oays  lor  deln/ery  California  residenis  add  6'  >%  soles  lax 


\l7l^afAjeA,cMeJ^ 


^A^cyplMrcMj^y 


List  HELPER" 

Allows  you  to  enter,  edit,  and  sort  lists  by  fields 
which  you  define. 

Stock  HELPER 

Using    the    Sunday    paper,    you    can    track    and 
analyze  several  stocks.  Stock  HELPER  calculates 
several  popular  technical  analysis  measures. 
Check  HELPER 

Helps  you  balance  your  checkbook  and  provides 
a  limited  double-enlry  bookkeeping  system. 
Check  HELPER  produces  a  cassette  or  diskette 
file  acceptable  by  Tax  HELPER  for  the  1983  Fed- 
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Available  from  your  dealer  for 

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The  Atari  Musician 


Barry  Beltan 


You'll  be  making  music  on  your  Atari  in  no  time  with 
the  help  of  these  tivo  programs.  You  can  compute  pitch 
vahies  to  play  major  and  minor  chords,  generate  scales, 
and  even  tune  the  computer  so  that  you  and  Atari  can 
play  duets. 


COMPUTE!  published  an  eye-opening  article  in 
the  February  1982  issue  entitled  "Transposition." 
The  author,  Janet  Whitehead,  explained  the 
simple  mathematical  relationship  between  each 
of  the  pitch  values  for  the  various  musical  notes 
available  in  Atari  BASIC.  After  she  explained  how 
this  could  be  put  to  use  in  musical  transposition, 
she  challenged  the  reader  to  find  further  applica- 
tions. Here  is  my  crack  at  it. 

Four-Note  Chiords 

The  most  commonly  used  chords  are  the  four-note 
major  and  minor  chords.  The  four  notes  of  any 
chord  can  be  defined  by  the  first  note  of  the  chord 
and  the  interval  pattern  for  that  particular  type  of 
chord.  The  first  (lowest  pitch)  note  of  the  C-major 
chord,  for  example,  is  a  C.  The  second  note  of 
any  major  chord  is  always  located  four  half-steps, 
or  two  whole  steps,  above  the  first.  This  gap  be- 
tween the  notes  is  known  as  an  interval. 

A  half-step  interval  can  be  found  on  the  piano 
by  locating  any  two  adjacent  keys,  such  as  C  and 
C  sharp.  It  can  also  be  found  in  the  pitch  table  of 
the  Atari  BASIC  Manual  by  locating  any  two  con- 
secutive entries. 

Since  we  know  that  the  first  interval  of  a  major 
chord  is  four  half-steps,  we  determine  the  second 
note  in  a  C-major  chord  by  counting  up  four  half- 
steps  from  C,  arriving  at  E.  The  interval  between 
the  first  and  third  notes  of  a  major  chord  is  always 
seven  half-steps.  If  we  again  count  upward  from 
C,  we  find  that  the  third  note  of  a  C-major  chord 
is  a  G.  The  fourth  note  is  always  a  12  half-step 
interval,  or  octave,  above  the  first,  which  gives  us 
a  C  for  our  final  note.  Thus,  the  four  notes  of  a  C- 
major  chord  are  C-E-G-C.  In  a  similar  manner, 
the  four  notes  of  an  F-major  chord  are  found  to  be 
F-A-C-F. 

Computing  Pitch  Values 

At  this  point,  let's  summarize  the  previous  article. 
Basically,  the  author  pointed  out  that  the  pitch 
values  for  any  two  adjacent  notes  in  the  pitch 
table  are  related  in  the  same  way  that  the  fre- 
21(1  ctmfvm  Movi983 


quencies  for  those  two  notes  are.  Namely,  they 
differ  by  a  constant  factor  of  M  =  2*('/i2)  for  each 
half-step  interval.  Two  half-steps  would  involve  a 
factor  of  M  squared,  three  half-steps  a  factor  of  M 
cubed,  and  so  forth. 

Therefore,  to  compute  the  pitch  value  of  the 
second  note  of  a  major  chord,  multiply  the  first 
value  by  M  raised  to  the  fourth  power.  To  compute 
the  third  pitch,  multiply  the  first  by  M  to  the 
seventh  power,  and  to  compute  the  fourth,  multi- 
ply the  first  pitch  by  M  to  the  twelfth  power,  which 
is  just  two.  This  procedure  will  result  in  pitch 
values  for  any  major  chord,  regardless  of  the  starting 
value.  The  only  limitation  is  that  we  are  restricted 
to  eight  bits  in  which  to  specify  a  pitch,  which 
gives  us  a  range  from  zero  to  255  to  work  with. 

If  we  continue  with  our  example  of  the  C- 
major  chord,  we  start  with  a  pitch  value  of  121  for 
middle  C  and  proceed  to  compute  the  rest  of  the 
chord  as  follows: 

C  =  121 

E  =  121/(2'(4/12))  =  96 

G  =  121/(2"  (7/12»)  =  81 
C  =  121/2  =  60 

Program  1  is  a  demonstration  which  puts  all 
of  this  information  together.  This  program  allows 
you  to  select  a  starting  pitch  and  play  either  a 
major  or  minor  chord  built  upon  the  selected  low 
note.  The  desired  chord  will  then  be  played  for  a 
few  seconds. 

Scales,  Chords,  And  Duets 

If  you  prefer,  you  can  generate  scales  using  a  simi- 
lar technique.  Program  2  allows  you  to  play  a 
major,  minor,  or  chromatic  scale  of  one  octave, 
given  a  starting  pitch.  All  major  scales  consist  of 
eight  notes  and  have  the  following  interval  pat- 
tern: whole-step,  whole-step,  half-step,  whole- 
step,  whole-step,  whole-step,  and  half-step. 
Minor  scales  also  have  eight  notes,  but  they  differ 
from  major  scales  in  that  the  third  and  sixth  notes 
are  each  dropped  down  a  half-step.  A  chromatic 
scale  includes  every  half-step  in  an  octave,  which 
results  in  13  notes. 

When  a  song  is  transposed  it  simply  means 
that  you  are  playing  the  same  tune,  but  starting  it 
on  a  different  note.  To  do  this,  multiply  (or  divide) 
the  variable  used  to  hold  the  pitch  values  of  the 
song  by  a  constant  of  your  choice. 

Do  you  have  a  program  which  plays  a  few 
random  notes?  Perhaps  it  would  sound  better  to 


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play  random  chords  instead.  Once  you  have 
selected  your  random  low  note,  use  the  previously 
mentioned  techniques  to  generate  the  other  notes. 
Have  you  tried  to  play  piano  along  with  your 
Atari?  If  so,  you  may  have  found  that  they  were 
not  quite  in  tune  with  each  other.  It  could  be  ex- 
pensive to  tune  your  piano,  so  tune  vour  computer 
instead.  Find  a  pitch  value  that  sounds  in  tune 
with  middle  C  on  your  piano  (or  other  instru- 
ment). Then  divide  by  M  repeatediv  to  generate 
pitch  values  for  higher  notes,  and  multiply  bv  M 
to  compute  the  lower  notes.  Remember,  your 
pitch  values  must  stay  in  the  range  from  zero  to 
255.  Now  use  the  table  you  have  generated  to 
replace  the  one  given  in  the  Atari  BASIC  Manual. 
You  can  start  playing  duets  with  vour  Atari. 

Program  1:  Major  And  Minor  Chords 

10  DIM  D (3) 

20  D ( 1 >=1 , 25992103 

30  D<2)=1 . 1B92071 

40  D<3> =1 . 49830706 

50  PRINT  •■  ENTER  PITCH 

F  CHORD" ; : INPUT  X 1 
60  IF  Xl>255  THEN  50 
70  PRINT  "  ENTER  1  FOR 

R  MINOR"; : INPUT  Y 
80  X2=X1/D(Y) 
90  X3=X1/D(3) 
100  X4=Xl/2 

110  BOUND  0. XI , 10, 10:SDUND  1 
2, X3, 10, 10: SOUND 


OF  ^OW  NOTE  0  I 


MAJOR  OR  2  FO 


120 
130 

140 


BOUND  0, 

0:SOUND 

,  10 

FOR  X=l 

FOR  X=0 

X 

STOP 


X2,  10,  1 
3, X4,  10 


TO 
TO 


1000:NEXT 
3:S0UND  X, 


0, 0: NEXT 


Program  2:  Scale  Generation 


10 

20 
30 
40 

50 
60 


70 

B0 

90 

100 

110 

120 

130 

140 

150 

160 

170 

180 

200 

210 

220 

230 

240 

500 

510 

520 

530 


IM  D  (2 
<  1  )  =1  . 
<2) =1 . 
RINT  " 
SCALE 
F  X  >25 
RINT  " 
I  NOR,  " 
"; : INP 
F  Y  =  3 
OSUB  5 
=  X/D  (  1 
X=X/D ( 
IF  Y  =  2 
X=X/D ( 
X  =  X/D  i 
X  =  X/D  < 
IF  Y  =  2 
X=X/D ( 
X  =  X/D  < 
STOP 
SOSUB 
FOR  1  = 
X=X/D< 
NEXT  I 
STOP 
SOUND 
FOR  Z  = 
SOUND 
RETURN 


) 

12246203 

0S94630B 

ENTER  PITCH  OF  LOW  NOTE  0 
"  ;  :  INPUT  X 
5  THEN  40 

ENTER  1  FOR  MAJOR,  2  FOR 
: PRINT  "  OR  3  FDR  CHROMATI 
UT  Y 

THEN  200 
00 

) : GOSUB  500 
Y) :BOSUB  500 

THEN  X=X/D(2) 
2) : GOSUB  500 
1  )  : BOSUB  500 
Y) : GOSUB  500 

THEN  X=X/D(2> 
1  )  : GOSUB  500 
2) ; GOSUB  500 


500 

1     TO     12 

2) : GOSUB 


500 


0, X, 10, 10 

1     TO     200:NEXT 

0,0,0,0 


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PROGRAMMING  THE  Tl 


C  Regeno 


GRAPHICS 


"Graphics"  or  drawing  pictures  on  the  TI  can  be  a 
lot  of  fun,  and  using  graphics  in  your  programs 
can  really  enhance  them.  The  TI  has  16  colors, 
and  all  16  colors  may  be  used  at  the  same  time  on 
the  screen,  even  with  high-resolution  graphics. 
Later  in  this  column,  I  will  discuss  user-defined 
graphics  characters. 

Video-Graphs 

First,  let's  briefly  review  the  TI  Video-Graphs 
command  module,  since  using  the  command  mod- 
ule is  an  easy  way  to  see  graphics  on  theTI  without 
actually  programming.  You  may  see  different 
random  color  patterns,  or  you  may  draw  pictures 
on  the  screen  using  the  arrow  keys  and  a  few 
function  keys.  You  may  save  or  load  a  picture  on 
cassette  tape. 

Because  Video-Graphs  was  one  of  the  first 
command  modules  produced  by  TI,  the  manual 
you  get  with  your  module  may  be  written  for  the 
XI-99/4  console.  There  are  some  changes  that  are 
necessary  for  the  module  to  work  with  the  TI-99/ 
4A  console.  (By  the  way,  if  you  have  the  TI-99/4 
console,  be  sure  to  use  the  overlay  that  comes 
with  the  module  or  ask  Texas  Instruments  to  send 
you  an  overlay.  The  overlay  has  all  the  colors  and 
commands  so  you  don't  need  to  keep  referring  to 
the  manual.) 

Make  these  changes  for  the  TI-99/4A  console. 
Instead  of  pressing  ENTER,  press  the  period  key 
to  return  to  the  activity  selection  list.  You  will  also 
need  to  press  the  period  instead  of  zero  to  return 
to  the  main  index  lists.  The  comma  key  represents 
the  color  GRAY.  To  save  a  picture  or  to  get  to  the 
TAPE  options,  press  the  semicolon  key.  To  change 
colors,  use  the  virgule/slash  key. 

The  "Patterns"  option  presents  three  different 
random  graphics  demonstrations.  STOP  a  picture 
by  pressing  N.  You  can't  change  colors  while  a 
picture  is  stopped.  To  restart  the  picture,  press  6. 
While  a  pattern  is  going,  you  may  change  colors. 
Let's  say  you  are  looking  at  pulsing  lights  and 
want  to  change  all  the  white  sc]uares  to  magenta. 
Press/ then  M  thenO. 

218    COMPI/ni    Mov«83 


The  "Pictures"  option  presents  four  different 
ways  you  can  draw  on  the  computer.  Mosaic  and 
Sketchpad  are  like  using  a  pen  directed  by  the 
arrow  keys.  Color  Life  is  designed  to  be  like  the 
venerable  computer  game  "Life,"  which  repli- 
cates cells  according  to  strict  rules.  Building  Blocks 
has  several  shapes  at  the  bottom  of  the  screen. 
You  may  move  the  cursor  to  the  shape  yeiu  want 
for  your  picture,  then  press  Y  for  the  pen  and 
move  the  shape  up  to  your  picture.  Again,  you 
may  change  colors  by  pressing  /  followed  by  the 
present  color  and  then  the  color  desired. 

Programming  Your  Own  Graptiics 

Think  of  the  screen  on  your  monitor  or  television 
set  as  a  rectangle  divided  up  into  24  rows  and  32 
columns.  To  graphically  place  a  character  on  the 
screen,  you  specify  the  row  number,  the  column 
number,  and  the  character  number  -  the  ASCII 
code  number  of  the  character  you  desire.  You 
may  also  specify  a  number  of  repetitions.  CALL 
HC'HAR(8,5,657)  will  start  in  row  8  and  column  5 
and  draw  character  number  65,  which  is  the  letter 
A,  seven  times  horizontally.  CALL  VCHAR(12, 
14,66,9)  will  draw  the  letter  B  nine  times  verhcally, 
starting  in  row  12  and  column  14. 

If  you  don't  want  to  draw  a  picture  using  A's 
and  B's  or  the  other  letters  and  symbols  available, 
you  can  define  your  own  high-resolution  charac- 
ters. Each  square  in  the  24  x  32  rectangle  can  be 
divided  up  into  an  8  x  8  square,  and  each  dot  in 
that  8x8  square  can  be  turned  on  or  off-  colored 
in  or  not.  By  specifying  with  code  numbers  which 
dots  you  want  on  and  which  you  want  off,  you 
can  define  your  own  graphics  character  and  then 
place  it  on  the  screen. 

Here  is  an  example.  I  want  to  draw  a  small 
triangle.  The  dots  in  the  8x8  square  are  colored 
in.  The  next  step  is  to  divide  the  square  in  half  so 
that  there  are  columns  of  four  scjuares  on  each 
side.  Now,  working  left  to  right  and  downward, 
figure  out  the  hex  code  for  each  pattern  of  four 
squares.  In  the  first  row,  0000  is  0  and  0001  is  1 .  In 
the  second  row  0000  is  0  and  001 1  is  3.  Continue 


down  the  rows.  The  code  is  0103070F1F3F7FFF. 
In  your  program,  you  can  define  the  character 
with  a  CALL  CHAR  statement,  then  place  the 
character  on  the  screen: 

200  CALL  CHAR(128,"0103070F1F3F7FFF") 
210  CALL  HCHAR(12,15,128) 

Line  200  defines  character  number  128  to  be  the 
colored-in  triangle,  and  line  210  places  that  char- 
acter on  the  screen.  You  may  either  redefine  one 
of  the  existing  characters  (numbers  32  through 
127)  or  use  numbers  from  128  to  159.  If  I  had  re- 
defined the  letter  A  (character  65),  every  time  I 
print  A  on  the  screen  you  would  see  a  triangle 
instead  of  an  A. 

200  CALL  CHAR(65,"0103070F1F3F7FFF") 
210  PRINT  "A  CAT" 
220  GOTO  220 


Program  1,  "Defining  Characters,"  allows  you  to 
design  a  graphics  character.  You  will  see  a  large 
square  which  has  been  divided  up  into  an  8  x  8 
square.  Use  the  arrow  keys  to  move  the  cursor. 
Press  F  if  you  want  the  space  filled  in;  press  the 
SPACE  BAR  if  you  don't.  Press  ENTER  when  you 
are  finished  with  your  character.  The  computer 
will  go  through  to  compare  the  patterns  of  on  and 
off  dots  and  will  print  the  code  values,  then  an 
actual-size  character  will  be  placed  on  the  screen 
so  you  can  see  what  your  character  looks  like. 
The  definition  is  then  repeated  in  a  string  form 
so  you  may  copy  it  and  use  it  in  your  own 
programs. 

After  the  character  is  defined,  you  have  the 
option  of  modifying  it,  defining  a  new  character, 
or  ending  the  program.  If  you  choose  to  modify 
it,  the  character  will  reappear,  and  you  may  alter 
it  in  any  way  you  wish. 

Character  97,  "a",  is  defined  as  an  open 
square  □,  and  Character  98,  "b",  is  defined  as  a 
filled  square  ■  (lines  200-210).  When  the  8x8 
square  is  drawn  on  the  screen,  it  is  done  by  print- 
ing "aaaaaaaa"  eight  times  (lines  420-440). 

The  hex  codes  are  read  in  as  data  (lines  120- 
170).  H$(1, 1)  is  the  pattern  of  blank  or  filled 
squares,  and  there  are  16  patterns.  H$(I,2)  is  the 
corresponding  hex  code  number  or  letter.  The 
flashing  cursor  is  red  so  you  can  tell  where  you 
are  on  the  pattern  you  are  designing  (lines  180- 
190).  CALL  GCHAR(X,Y,C)  determines  what 
character  number  C  is  at  row  X  and  column  Y. 


Program  2,  "Bull,"  is  a 
graphics  demonstration  program 
that  illustrates  user-defined, 
high-resolution  graphics.  Lines 
130  to  340  define  graphics 
characters.  Lines  350-460  draw       '^ 
the  bull's  head  on  the  screen  by  printing  redefined 
characters.  Lines  470-530  place  more  graphics 
characters  on  the  screen.  (George  H.  Sunada  of 
Logan,  Utah,  was  the  artist  of  the  original  Utah 
State  University  "Aggie  bull.") 

A  later  column  will  discuss  how  to  use  the 
CALL  COLOR  statement  and  how^  to  plan  color 
sets. 

Program  1:  Defining  Characters 


100 

120 

130 
140 
150 
160 


170 

180 

190 

200 
210 
220 
230 

240 


260 
270 

280 
290 
300 
310 
320 
3  30 

3  4  0 
350 
360 

37  0 
3B0 
390 
400 

4  10 
420 
4  30 
440 
4  50 
460 
470 
480 
490 
500 
510 
520 


REM 

DIM 

FDR 

READ 

NEXT 

DATA 

,  ab  a 

B  ^  8  ■ 

DATA 

,  bbb 

CALL 

CALL 

) 

CALL 

CALL 

CALL 

PRIN 

ER" 

PRIN 

RE" 

PRIN 

RE" 

PRIN 

PRIN 

D"  :  : 

IF  < 

FOR 

FDR 

IF  S 

NEXT 

C*  =  H 

PRIN 

FOR 

IF  S 

0 

NEXT 

C*  =  H 

PRIN 

NEXT 

GOTO 

FOR 

PRIN 

NEXT 

X  =  16 

Y  =  6 

CALL 

CALL 

CALL 

CALL 

CALL 

IF  S 


DEFINING  CHARACTERS 
H*  < 15, 2> 
1=0  TO  15 

H*  (  I  ,  1  )  . H«  C I  .  2) 

I 

saAa , 0 , aaab, 1 , aab 
a, 4, abab.5. abba, 6, 
baab , 9 

baba,A,babb,B.bba 
a, E, bbbb . F 

COLOR (13.9,1) 

CHAR ( 123, "FFFFFFFFFFFFFFFF" 


a  ,  2  ,  a  a  b  b  ,  3 
abbb,7,baa 

I  a , C , bb  ab , D 


CHAR  <97.  "FFBISISI 
CHAR (98, "FFFFFFFF 
CLEAR 

T  "DEFINE  A  GRAPHI 

T  :  "PRESS  F  TO  FI  L 

T  "PRESS  SPACE  TO 

T  "PRESS  ARROW  KEY 
T  :  "PRESS  ENTER  WH 


818181FF"  ) 
FFFFFFFF" ) 

CS  CHARACT 

L  THE  SOUA 

CLEAR  SDUA 

S  TO  MOVE" 
EN  FINISHE 


K-50) + ( K=0) THEN  420 
1=1  TO  15  STEP  2 
L=0  TO  15 

EG* ( D*, I , 1 ) =Ht (L, 2) THEN  330 
L 

* (L,  : ) 

T  "t3  spaces: ";C*; 

L=0  TO  15 

EG*  (D*,  I  +  l ,  1  ) =H* <L, 2> THEN  33 

L 
t  f L,  1  ) 
T  C* 

I 

450 
1=1  TO  8 
T  "  <.Z     SPACES>aaaaaaaa" 

I 


SOUND (150, 1397, 2> 
GCHAR ( X , Y, C) 
K  E  Y  (  0  ,  K  ,  S  ) 
HCHAR ( X, Y, 128) 
HCHAR ( X, Y, C) 
:&     THEN  490 


Mav1W3    COMPUTI!    21P 


530  IF  K=13  THEN  76f3  003C4582  ,  000  610304  08  1  020E  .  7FC 

540  IF  K=7a  THEN  740  130  DATA  C0303F080402, 00008768 1 0 1 008 

550  IF  K=32  THEN  720  , 00009060 1 2473S0 4 , 00040^07030303 

560  IF  K<>6S  THEN  600  07 , 000000008 0C0E0F , E0F FFFFFFFFFF 

570  IF  Y=13  THEN  470  FFF 

580  Y=Y+1  190  DATA  0 1 02F FFEFFFFF AFC . 054 89020C0 

590  BDTO  480  8 . 000003030 1  I  1 0E , 00a080000CF 3 ,  07 

600  IF  K<:;33  THEN  640  0F3F  2F  2T  1  D06  02  .  F  0FCFFFFFF  F  F  1  F0D 

610  IF  X=2Z     THEN  470  200  DATA  0000F FFFFFFFFFFFF , 0F 1 FFFFFF 

620  X=X+1  FFFFFFF, FCFCFCFCFCFCFCFC. 7F7F7F3 

630  GOTO  430  F 1 F 1 F2F2 , FFF FFFFFFCF0C . FCF9F A0D 

640  IF  K<>8:.  THEN  680  210  DATA  7080384483  10202  1,03300  10204 

650  IF  Y=6  THEN  470  040402 , 4 3SC30404 08 1 3232 , 0E 1 66EBF 

660  Y-Y-1  7E, FFFFFFFF0 F0301 , F8F0F0E0C08 

670  GOTO  480  220  DATA  0000000 1 06040E0F , 20204 1 8307 

^^^!.  l^     ^['■''^'^-^.^'^.^A'^J^  1F7FFF,  008000a0BCFFFFFF.  0000806A 


690  IF  )(  =  16  THEN  470 


7FFFFFFF.2224455EFFFEFFFE 


700  X-X  1  230  DATA  0 1 FD0379e5030 1 00 , 84B42424 24 

710  GOTO  430  1C0101 . 0C0S3040809020C, 0080707C3 

720  CALL  HCHAR(X,Y,97)  ^3^  j  P  ^  ^  ^  ^^^^j  g,  ^  j,  3^3^^^^^ 

730  GOTO  470 

740  CALL  HCHAR ( X , Y, 98) 

750  GOTO  470 

760  CALL  SOUND ( 150, 440, 2) 

7  7  0  0*="" 

780  FDR  1=1   TO  8 

7  9  0  C  «  =  "  ■' 

300  FDR  J=6  TO  9 

ai0  CALL  GCHAR ( I +15, J , C3 

820  C*  =  C*!(CHR*  <C) 

830  NEXT  J 

940  GDSUB  1050 

850  CALL  HCHAR  (  1  +  15,  1 6 . ASC  < 01  *  1  ) 

360  D«  =  D*SiDl* 

870  C%="" 

88  0  FDR  J=10  TO  13 

890  CALL  GCHAR ( 1+15, J , C) 

900  C*  =  C«?<CHR*(C)  439413,204040303,  7F7F3F3F3F1F1F0 


240  DATA  3B300E8! 406, 000000S0C020100 
C,1F1F3F3F7F7F797,FFFFFFFFFFFCFA 
FD, FEFFFCFCFB58810B, 74  9C200SA8F8 
FCFC 

250  DATA  804040402020401003, 1F0F0F0F 
070707E7,070  30  1,FFFFFF7F,F4E9CB3 
30F070707,  1  7FFFFF9FDFCFEFE 

260  DATA  0F00031SFCFCFCFC, F8C8070060 
906,38DS90  137C94E407,FFFFFFFEF09 
0909, FFFFFF7F3F1F272, FFF FFFFFFFF 
CF3 

270  DATA  0303030301010101 . 7F7F7DF8E0 
FFFFFF, 07  070301010  10303, FFFFFFCF 
CFCEFCFl , 9090A0A06040C09, 202020 
202020202 

280  DATA  FEFCF8F0E0C0C091 , 1010202040 


9  10  NEXT 

920  GOJUB  1050 


F,FCFSF0E0E0E6FFFF,00  00  1F2  05F34C 

7E 


930  CALL  HCHAR (1+15, 17, ASC(Di«) )  -'^'  DATA  0404a484a0C0F3FF , 00000000C0 

940  D«  =  D*S<D1*  20101  ,  1202020204040308,  0F0F07070 

950  NEXT  I  70737C7, FFFFFFB3S080F0FF, E0E0C08 

960  CALL  CHAR(136,D*)  000003FFF 

970  CALL  HCHARC'®  -^0  136)  300  DATA  7F7F7F3E  1  C0080F  ,  303000  1  3  1  C  1 

980  PRINT  :  ■■DEFINiTIDN'"=  "  :  D*  E3F7E  ,  1  0  1  0202040808038  ,  FFFF3F3F3 

990  PRINT  :: "PRESS  1  TD  MODIFY"  F3F 1 F 1 F , FEFE FEFCF0F 2F 1 F , 0F0F , FF7 

1000  PRINT  "<:6  SPACES]  2  TO  START  OVE  F,FFF3 

R"  310  DATA  F0E, 0730402018050381 . 00E040 

1010  PRINT  "{6  SPACES] 3  TO  END  PROGR  808 , 42 22 1 20A06020  1  0 1  . 86463A0 1  , 80 

AM" ;  00000003050505, 000003FC, 408 

1020  CALL  KEY<0,K,S)  320  DATA  080903  10  10  10202,08080404040 

1030  IF   (K=49) + (K=S0) THEN  220  40404 , 000000S04020 1 0 1 , 000007080 A 

1040  IF  K=51  THEN  1110  ELSE  1020  0A04 , 0333428003 1 0204 . 0E70800 1 020 

1050  FOR  L=0  TD  15  C106 

1060  IF  C$=H* (L, 1 ) THEN  1090  330  DATA  30004020  10  10102.80010200808 

1070  NEXT  L  0800, A0100F , 0001 063BC, 8030407307 

1080  L=L-1                   ,  . 4040S030S0S030B , 308080S0BE51 3E2 

1090  D1*=H*(L,2)  340  dajA  000007182020404,00002010000 

1100  RETURN  00001 

1110  PRINT  ::  350  pRINT  TAB(6);"#*  ■/.?<'()«    +," 

1120  END  3,5,0  PRIMT  TAB(6);"!-./    0123456" 

370  PRINT  TAB  (6)  :  "789:    ;<  =>i?" 


Program  2:  Graphics  Demonstration 


380  PRINT  TAB  <S)  :  "S)ABCDE    FGHIJK" 

120  CALL  CLEAR  390  PRINT  T AB < 5 )  ;  " L  I  1 MNOP f 3  SPACES>D 

130  FOR  C  =  33  TO  140  !  ! 5 ,  " 

140  READ  C*  400  PRINT  TAB <6) ; "RSTU I VWX#YZ CS" 

150  CALL  CHAR(C,C*>  410  PRINT  TAB(S);"\':6  " _  '  a " 

160  NEXT  C  420  PRINT  TAB(9):".'I6  \bcd" 

170  DATA  FFFFFFFFFFFFFFFF,  ,  0001070F1  430  PRINT  T  AB  (  9  )  ;  "  e  !  -f  gh  i  j  " 

F3F7F7F,  40C08000000080S.  00000000  440  PRINT  T  AB  <  9  >  ;  "  t?  '  1  mn  op  " 

220     COMPUTE!     Mov1983 


0  p 

0  p 

0  F 

0  R 

Ct  C 

0  N 

0  D 


52 


20, 
0  D 


10, 
-.0  D 


54 


1  .  1 
0  G 
0  E 


RIN 

RIN 

OR 

EAD 

ALL 

EXT 

ATA 

1  ,2 

20, 

126 

ATA 

9,  1 

20, 

134 

ATA 

19, 

39. 

,32 

OTD 

ND 


T  TAB  (  10)  ;  "q  !  I  ! r  " 

T  TAB  (  1  0)  ;  "5  tLiv  "  :  :  :  :  ; 

1=1  TO  25 

X  ,  Y  ,  C 

HCHAR ( X , Y, C) 

I 

18, 17, 117, 18, IB, 120, 19, 17, 1 
0,  la,  122,  19,  IB,  123, 20,  19,  124 
20,  125,  1 

18, 20, 127, 17, 20, 128, 17, 19, 1 
8,  11  ,  130,  IS,  10,  131,  19,  11,  132 
11,125,2 

19,  10,  13  3, 20,  9,  135, 20, 8,  136 
a,  137,  18.8.  138.  17, 8,  139,  17. 9 
17,  10,  14 

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Paill 


Visiting  The 
VIC-20  Video 


Jim  Butterfield,  Associate  Editor 


hi  zvhidi  llic  trnzvler  discovers  a  new  way  ofvieiviug 
the  computer's  memory:  through  a  video  chip.  This  is 
the  first  of  a  multi-part  scries  about  the  structure  and 
uses  of  the  VIC's  video  chip. 


If  we  want  to  put  the  VIC-20  video  chip  to  work, 
we  must  learn  to  see  things  from  its  standpoint.  It 
sees  the  computer  memory  in  a  way  that  differs 
significantly  from  the  way  the  processor  chip  sees 
it.  Let's  look  at  what  the  video  chip  sees: 


Video 

Chip 

Block 

Number 


^,v^ V 

/  f     -^^        ft 


/ Ucj     U ^(, 

I        RAM        / 


ihfiM 


3481(1 


Memory 
Address 


How  the  video  chip  sees  memory. 

The  video  chip  sees  only  the  memory  shown 
above.  Even  if  you  have  expanded  your  computer 

222     COMPUIH     May  1963 


to  include  lots  of  extra  RAM  above  address  8191, 
the  chip  can't  see  it.  The  chip  sees  onlv  the  char- 
acter ROM,  in  blocks  0,  1,  2,  and  3;  and  the  lowest 
8K  of  RAM  (in  blocks  8  to  15).  Blocks  4,  5,  6,  and  7 
would  look  at  the  Input/Output  area,  but  take  my 
advice:  don't  do  it  -  no  good  will  come  from  these 
addresses. 

What  The  Chip  Wants 

The  video  chip  wants  to  dig  out  two  things  from 
memory  and  deliver  them  to  the  screen.  It  wants 
to  look  at  "screen  memory"  -  usually  the  charac- 
ters you  have  typed.  On  a  minimum  5K  VIC,  that's 
block  15.5,  which  corresponds  to  decimal  address 
7680  or  hexadecimal  lEOO.  Did  I  mention  that  for 
screen  memory,  we  can  look  at  "half  blocks"?  It 
makes  sense,  since  only  five  hundred  odd  charac- 
ters are  needed  to  fill  the  screen. 

By  the  way,  the  official  name  for  screen  mem- 
ory is  the  "video  matrix."  Whatever  you  call  it,  if 
you  POKE  7680,1  on  an  unexpanded  VIC,  you'll 
see  the  letter  A  appear  at  the  start  of  the  screen. 
Unless,  of  course,  you're  printing  white  on  white, 
in  which  case  you  need  very  good  vision  to  see  it. 

The  second  thing  that  the  chip  wants  from 
memory  is  the  "character  set"  -  instructions  on 
how  to  draw  each  character  on  the  screen.  On  a 
typical  VIC,  this  will  be  either  block  0  for  the 
graphics  character  set  or  block  2  for  the  text  mode 
(upper-  and  lowercase).  You  can  change  it,  but 
you'll  usually  want  to  stay  with  even  numbers:  a 
full  character  set  including  the  reversed  characters 
takes  up  2048  bytes  of  memory. 

The  official  name  for  the  character  set  is 
"Character  Cells,"  although  the  term  "Character 
Base"  is  coming  into  use.  Whatever  you  call  it, 
you  can't  POKE  32768,55  and  expect  anything  to 
happen  -  the  standard  characters  are  in  ROM  and 
cannot  be  changed.  They're  carved  in  stone,  or 
silicon,  to  be  more  exact.  If  you  want  to  switch  to 


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What's  Unprintable?  Cursor  movemenls  and  ottier 
special  control  commands!  Your  parallel  printer  can't  LIST 
these  from  the  VIC  or  '64. 
Why?    Because    the    Commodore    graphics    representing    these 
commands  are  not  found  on  most  parallel  printers,  and  these  commands 
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custom  characters,  you'll  need  to  stage  them  in 
RAM  and  tell  the  chip  which  block  to  take  them 
from. 

There's  a  third  thing  that  the  chip  uses,  but  it 
doesn't  come  from  regular  memory  in  the  usual 
way.  That's  the  screen  colors  (the  "Color  Matrix"). 
This  color  information  for  each  character  comes 
through  the  back  door,  so  to  speak,  and  we  won't 
worry  about  the  details  too  much  here.  When  we 
need  to,  we'll  .set  the  color  and  assume  everything 
will  work. 

Architecture 

Looking  at  the  diagram,  we  can  begin  to  see  whv 
the  VIC  does  its  odd  screen  switch  when  you  add 
memory,  hi  the  5K  VIC,  the  screen  sits  at  the  top 
of  memory  -  and  that's  the  highest  address  that 
the  video  chip  can  see  (block  15.5).  If  we  add  3K 
RAM  expansion,  the  screen  can  stay  where  it  is 
above  the  BASIC  RAM  area.  But  if  we  add  8K  or 
more,  the  video  chip  can't  see  that  high,  and  the 
screen  memory  must  flip  down  to  the  bottom 
where  it  won't  get  in  the  way  of  your  BASIC 
program.  Which  bottom,  vou  may  ask?  It  turns 
out  to  be  block  12,  which  is  memory  address  4096 
or  hexadecimal  1000,  even  if  the  3K  expansion  is 
in  place. 

You  can  move  this  around  yourself,  of  course, 
and  we'll  be  doing  that  in  just  a  few  moments. 

The  trick  is  mostly  location  36869,  which  con- 
tains instructions  on  which  blocks  to  use  for  screen 
and  characters.  We  do  it  this  way:  select  which 
blocks  you  want  for  each.  Now,  multiply  the 
screen  block  (not  including  the  .5  if  you're  using 
it)  by  16  and  add  the  character  block.  POKE  the 
result  into  36869,  and  the  job's  done.  We'll  need 
to  do  a  couple  of  other  things  for  sanity's  sake, 
but  that's  the  main  job. 

The  "half  page"  for  the  screen  memory  goes 
into  location  36866;  you  invoke  it  by  adding  128  to 
the  "column  count"  if  you  want  to  go  the  extra 
distance.  That  means  that  under  normal  cir- 
cumstances (22  columns),  you  want  to  POKE 
36866,22  for  an  exact  block  number,  and  POKE 
36866,150  to  nudge  to  the  extra  half  page. 

An  Adventure 

Let's  do  something  useless,  but  fun.  We'll  move 
the  screen  memory  down  to  address  zero  (that's 
block  8).  We  can't  play  with  this  area  -  too  many 
important  things  are  happening  there  -  but  we 
can  watch  interesting  things  in  progress,  like  the 
timer  and  the  cursor  doing  their  peculiar  things. 

First,  the  calculation.  We  want  the  character 
set  to  stay  the  way  it  is  (block  0  for  graphics),  and 
we  want  to  move  the  screen  memory  to  block  8. 
Eight  times  \6  plus  zero  gives  128.  No  half  block, 
so  36866  should  be  22. 

A  preliminary  step:  let's  make  sure  that  we 

22^     COMPUH!    May  1983 


don't  print  white-on-white  by  clearing  the  screen 
and  typing: 

FOR  J  =  37888  TO  38911  :POKE  J,0:NEXT  J 

Ready?  Here  goes:  enter  POKE 
36869,128:POKE  36866,22.  Press  RETURN.  No, 
we  haven't  crashed,  but  we'll  have  to  type  blind 
from  now  on. 

First,  examine  the  fascinating  busy  things 
that  are  under  way.  The  timer  is  working  away  in 
three  bytes.  At  first  glance,  only  one  byte  seems 
to  be  changing.  The  cursor  flash  is  being  logged 
and  timed  somewhat  below.  And  if  you  start 
typing,  you'll  see  a  whole  new  series  of  working 
values  coming  into  plav.  Indeed,  if  vou  can  type 
blind,  you  might  try  PRINT  1234  +  5678  and  watch 
the  flurry  of  activity. 

If  vou  type  a  lot,  the  screen  will  start  to  scroll, 
and  the  display  will  start  to  vanish  as  the  colors 
are  rolled  off  the  top. 

Restore  everything  to  normal  by  holding 
down  RUN/STOP  and'tapping  the  RESTORE  key. 

This  has  been  a  first  exploration,  but  vou 
may  feel  that  you  understand  better  what  the 
video  chip  is  up  to.  Indeed,  you  may  feel  that  vou 
have  gained  some  measure  of  control. 

There's  much  more  to  be  learned.  This  is  a 
start. 
Copyright  e  19S3     jiui  BuHcrfield  © 


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COMPUH!  1983 


Part  II: 


COLOR  COMPUTER 

GENERAL-  PURPOSE 

DATA  BASE 


Jeffrey  S  Yohay 


This  concludes  a  two-part  tutorial  and  model  program 
for  creating  data  bases  on  the  TII99-4A  ami  TRS-SO 
Color  Computer.  The  model  program  is  called  "Video 
Movie  Data  Base  Program"  (VMDP),  because  it  was 
designed  to  catalog  and  manage  a  collection  of  movies 
on  videotape.  Here  the  author  discusses  screen  dis- 
plays and  program  structure,  and  presents  tlie  data 
base  program  itself.  The  Color  Computer  program  re- 
quires 16K  RAM  memory  and  Extended  BASIC. 

Before  utilizing  this  data  base  manager,  there  are  a 
few  more  details  to  explore.  We'll  pick  up  where 
we  left  off  in  March  with  a  discussion  of  how  to 
add  new  records. 

Adding  A  Record 

When  you  add  a  new  record,  the  "add  record" 
routine  of  the  VMDP  will  prompt  you  for  all  of 
the  information  necessary  to  fill  the  17  fields.  Since 
the  field  lengths  are  all  fixed  (see  Table  1),  the 
"add  record"  routine  will  also  display  a  left  arrow 
at  the  point  where  the  length  of  the  input  will 
match  the  length  of  the  field. 

If  you  write  over  this  arrow  while  answering 
an  input  prompt,  your  answer  will  be  too  big  to 
fit  into  the  field  being  filled.  You  should  then  back- 
space and  start  over,  using  abbreviations  where 
possible.  If  you  don't,  your  input  will  be  larger 
than  the  field  size  and  will  be  truncated.  If  your 
input  is  smaller  than  the  field  size,  the  field  will 
be  filled  with  blanks  to  keep  the  field  {and  the 
record)  size  constant. 

Note  that  vour  answer  to  a  field  input  ques- 
tion will  be  displayed  (in  its  final  length)  after  you 
press  ENTER;  so  if  your  answer  was  truncated, 

226     COMPUTE!     MOV  1983 


you'll  see  it  on  the  screen  immediately.  You'll 
have  to  delete  and  reenter  the  record  if  the  trun- 
cated data  isn't  correct. 

As  I  mentioned  before,  several  of  the  fields 
contain  a  code  that  can  be  expanded  by  the  VMDP 
into  usable  information.  The  "type  of  movie" 
field  is  a  two-byte  code  that  describes  the  movie; 
the  code  can  be  any  of  the  following: 

CO  -  Comedy  (or  any  light  drama) 

DR-  Drama  (a  good  death  scene  qualifies) 

HI  -  History  (war  movies,  costume  dramas, 

etc.) 
HO     Horror  (Bela  and  Boris,  or  "Halloween 

XXIII") 
MU- Musical  (that's  entertainment!) 
MY-  Mystery  (from  my  favorite  director,  1 

presume) 

The  "commercials"  field  is  a  one-byte  code  that 

describes  how  you  dealt  with  commercials  when 
you  recorded  the  movie: 

N  -  None  (a  pre-recorded  tape,  or  a  movie 
broadcast  on  non-commercial  television) 

E  -  Edited  (you  removed  them) 

F  -  Few  (you  tried  for  an  "E"  but  fell  asleep!) 

M  -  Many  (you  deleted  a  few,  then  decided  it 
wasn't  worth  the  effort) 

A  -  All  (you  weren't  home,  or  you  just  got 
lazy) 

And  finally,  the  "recording  speed"  field  will  vary 
depending  on  the  video  format  of  your  VCR.  VHS 
owners  will  put  an  S,  L  or  E  in  this  field,  for  SP, 
LP  or  EP  recording  speed.  Beta  owners  will  use  1, 
2  or  3  in  this  field,  for  Beta  1,  Beta  II,  or  Beta  III 
recording  speed.  Beta  owners  might  also  want  to 


change  line  490  of  the  "add  record"  routine  from 
"SPEED  (S,L,E)"  to  "SPEED  (1,2,3)"  and  line  250 
of  the  "display  full-data"  routine  from  "P  VIEW 
TIME:  "  to  "bViEW  TIME:  ". 

The  rest  of  the  fields  are  self-explanatory. 
You  may  have  to  do  some  thinking  to  fit  a  par- 
ticularly long  name  into  the  "title,"  "director,"  or 
"actor/actress"  fields,  but  that  shouldn't  happen 
often  (unless  you  haye  a  lot  of  movies  like  Abbotl 
and  Costello  Meet  Dr.  jekyll  and  Mr.  Hyde). 

And  filling  the  "approximate  viewing  time" 


memory  locations  in  RAM  will  cause  them  to  ap- 
pear on  the  screen  in  reverse  video.  Just  add  1024 
to  the  desired  "PRINT  (a  "  screen  location  to  get 
the  correct  memory  address  for  the  POKE. 

I  have  included  some  "screen  prints"  of  the 
VMDP's  main  text  screen  displays:  Figure  1  is  the 
main  menu.  Figure  2  is  a  sample  full-data  output 
for  a  particular  movie,  and  Figure  3  is  a  sample 
titles-only  movie  display.  These  figures  will  give 
you  a  good  idea  of  how  the  VMDP  displays  will 
look  on  your  screen. 


It's  designed  to  display 

as  mucli  information 

in  as  little  space 

as  possible. 


and  "approximate  time  remaining"  fields  will 
require  some  extra  effort  on  your  part.  You'll  need 
to  make  a  chart  of  your  VCR's  counter  number 
vs.  recording  time,  or  buy  one  of  the  commercially 
available  ones  (if  there  is  one  for  your  machine). 
Note  that  if  the  movie  is  the  last  one  on  a  particular 
videotape,  you  can  answer  "EOT"  (end-of-tape) 
to  the  "time  remaining"  question  instead  of  cal- 
culating the  few  minutes  remaining. 

Text  Screen  Displays 

The  text  screen  of  the  Color  Computer  consists  of 
512  bytes  of  RAM  at  memory  locations  1024-1535. 
This  allows  for  16  lines  of  32  characters,  or  512 
characters  total. 

It  takes  a  lot  of  planning  to  use  this  text  screen 
properly,  since  the  small  number  of  characters 
doesn't  allow  you  to  display  very  much  informa- 
tion at  once.  So  1  designed  the  text  screens  of  the 
VMDP  to  display  as  much  information  in  as  little 
space  as  I  could.  I  also  made  ample  use  of  the 
reverse  video  feature  of  the  text  screen  (green 
letters  on  a  black  background  instead  of  the  usual 
black  letters  on  a  green  background)  to  highlight 
various  portions  of  the  screen.  Since  lowercase 
letters  are  displayed  in  reverse  video,  you'll  see  a 
lot  of  PRINT  output  in  lowercase  in  the  program 
listing. 

You  might  also  notice  a  lot  of  POKEs  into  the 
text  screen  memory  area.  Since  there  is  no  way  to 
PRINT  spaces  or  special  characters  (colon,  comma, 
period,  etc.)  in  reverse  video,  I  wondered  how  I 
could  do  the  highlighting  I  had  in  mind.  Luckily, 
I  discovered  from  the  TRS-80  Color  Computer  Tech- 
nical Reference  Manual  that  POKEing  the  ASCII 
value  of  these  characters  directly  into  the  video 


■>   Memory  Requirements 


The  program  itself  is  5211  bytes  long,  leaving 
ample  room  for  movie  data:  lip  to  60  movie  records 
in  a  16K  computer,  and  up  to  180  in  a  32K  com- 
puter. But  this  storage  is  available  only  if  you  don't 
reserve  any  RAM  for  graphics  (which  the  VMDP 
doesn't  need  anyway).  This  means  not  reserving 
even  one  graphics  page  (1536  bytes).  Since  the 
Color  Computer  does  not  have  a  "PCLEAR  0" 
command  to  clear  all  the  graphics  memory  for 
programs  and  data,  you'll  have  to  do  it  yourself. 
Before  loading  the  program,  type  in  the  line: 

POKE  25,6:  NEW  <ENTER> 

This  does  the  same  thing  as  the  missing  "PCLEAR 
0"  command.  Then  load  and  run  the  VMDP.  If 
you  forget  to  clear  the  graphics  memory,  the 
VMDP  will  remind  you  by  generating  an  OM 
(Out  of  Memory)  error  in  line  40  when  it  tries  to 
CLEAR  the  string  space  for  the  movie  record 
array. 

Note  that  I  use  a  POKE  to  test  for  a  32K 
machine  (line  40),  then  CLEAR  the  appropriate 
amount  of  string  space  for  the  available  RAM.  1 
can  do  this  because  memory  location  16384 
(16K  +  1)  will  be  255  in  a  16K  computer  (since  it 
doesn't  really  exist),  but  will  contain  whatever 
you  POKE  into  it  in  a  32K  machine. 

Program  Structure 

Table  2  shows  the  structure  of  the  VMDP,  and 
Table  3  is  a  list  of  the  program  variables. 

Line  40  reserves  RAM  for  movie  record  stor- 
age as  described  before.  Lines  50-80  display  the 
main  menu  of  program  options  and  get  the  desired 
option  from  a  two-character  command.  To  check 
for  a  correct  response  and  then  run  the  desired 
subroutine,  I  used  a  technique  to  truncate  every 
answer  to  one  size  and  then  compare  it  to  a  string 
of  all  the  correct  answers  (CCS)  that  I  previously 
defined. 

Lines  120-200  are  global  subroutines,  i.e.,  sub- 
routines called  from  various  places  in  the  program. 
Lines  240-360  are  the  display  routines,  including 
"full-data"  and  "titles-only"  displays  of  movie 
data  as  well  as  the  "search  and  display"  of  a  par- 
ticular movie. 

Mqv  1983     COMPUTE!     ?27 


Lines  400-430  repeat  the  "full-data"  and 
"titles-only"  displays  for  a  printer.  Here  is  where 
you  might  want  to  use  your  own  imagination  to 
customize  the  program.  Though  I  have  a  very 
capable  printer  (the  NEC  8023),  I  hesitated  to  use 
any  of  its  special  features  in  these  routines  in  order 
to  keep  the  VMDP  as  general  as  possible.  So  feel 
free  to  add  the  control  codes  for  your  printer  to 
enhance  the  printed  output  in  any  way  you  want. 

Lines  470-560  perform  the  "add  record"  and 
"delete  record"  functions.  The  "add  record"  func- 
tion will  prompt  you  for  all  the  data  necessary  to 
build  a  movie  record.  The  "delete  record"  function 
will  just  find  and  delete  an  existing  movie  record. 
Note  that  there  is  no  way  to  edit  an  existing  record 
to  change  only  one  or  more  fields.  I  felt  this  would 
require  too  much  memory  to  implement,  and  I 
wanted  to  keep  the  VMDP  as  small  as  possible  to 
leave  ample  room  for  movie  data  in  a  16K 
machine. 

Lines  600-690  are  the  sort  routines.  Using  a 
Shell-Metzger  sorting  algorithm,  I  provided  three 
sort  routines  (with  many  of  the  required  program 
lines  shared  by  all  three)  to  sort  the  movie 
records: 

1.  Alphabetically  by  title. 

2.  Alphabetically  by  type  and,  within  types, 
by  title. 

3.  Numerically  by  videotape  number  and, 
within  videotapes,  numerically  by  VCR 
counter  number. 

You  can  sort  the  movie  records  whenever  you 
want  before  displaying  or  printing  the  movie 
data. 

And  finally,  lines  730-770  perform  all  cassette 
I/O  operations  to  load  and  save  movie  data  files. 


Program  1:  color  computer  Version 


40 


50 


Table  1 

:  VMDP  Record  Format 

Position 

Length 

In  Record 

In  Bytes 

28 

Information 
Title  of  movie 

1-28 

29-32 

4 

Year  of  release 

33-48 

16 

Director 

49-64 

16 

Actor/Actress 

65-80 

16 

Actor/ Actress 

81-96 

16 

Actor/ Actress 

97-98 

2 

Type  of  movie  (code) 

99-100 

2 

Videotape  number 

101-104 

4 

Start  of  movie  (VCR  counter  number) 

105-108 

4 

End  of  movie  (VCR  counter  number) 

109 

1 

Reserved  for  future  use  (now  "/") 

110 

1 

Recording  speed  (code) 

111-113 

3 

Approximate  viewing  time  of  movie 

114-116 

3 

Approximate  time  remaining  on  tape 

117 

1 

Reserved  for  future  use  (now  "/") 

118-123 

6 

Date  recorded 

124-125 

2 

Channel 

126 

1 

Color? 

127 

1 

Commercials  (code) 

P0KE16  3B4,  0;  IFPEEK  (  165B4X  >OTHENCL 
EARS  132: DIMR* ( 60 > ELSECLEAR24396 : DI 
MR*  i ISO) 

CC*="DA  DT  DS  PA  PT  AD  DE  SM  ST  SN 
LO  SA  '■  :  CLS:PRINT39,  "EmHEDIiai  SE 


Table  2:  VMDP  structure 

Line  No. 

Function 

40 

Tests  for  memory  size  and  CLEAR  space  for  data 

50-80 

Display  main  menu  and  get  command 

120-130 

Expand  type  of  movie  code  (subroutine) 

140-180 

Assign  data  fields  to  variables  (subroutine) 

190-200 

Search  for  a  movie  record  (subroutine) 

240-280 

Display  full  data  for  all  movies 

290-330 

Display  titles  only  for  all  movies 

340 

Searches  and  displays  full  data  for  any  movie 

350-360 

Display  subroutines 

400-420 

Print  full  data  for  all  movies 

430 

Prints  titles  only  for  all  movies 

470-550 

Add  record  for  new  movie 

560 

Deletes  record  of  an  existing  movie 

600-690 

Sort  movies  by  title,  type,  or  videotape 

730-740 

Load  data  file 

750 

Saves  data  file 

760-770 

Load/Save  subroutine 

Table  3: 

VMDP  Variables 

A$ 

Answer  to  question 

A1$,A2$,A3$ 

Actor/ Actress  #1,  #2,  #3 

C,C$,CC$ 

Main  Menu  command  variables 

CHS 

Channel 

CLS 

Color? 

CMS 

Commercials  code 

CNS 

VCR  counter  numbers 

DI$ 

Director 

DT$ 

Date  recorded 

F$ 

Data  file  name 

1,11,12 

Loop  counters 

11,12,13,14 

Shell-Metzger  sort  cou  nters 

IL,IO,IP 

Line  and  page  counters  for  display  and  print 

IR 

Number  of  records  counter 

K$ 

Input  from  keyboard 

L 

Add  Record  field  length 

MP 

Maximum  number  of  pages  in  titles-only 

display 

N 

Shel  1-Metzger  sort  variable 

Q,Q$ 

Add  Record  field  input  question  variables 

R$,RS() 

Individual  movie  record  and  movie  record 

array 

RP 

Add  Record  input  field  location  in  movie 

record 

S 

Add  Record  field  input  question  screen 

location 

S$ 

Print  output  spacing  variable 

SP$ 

Recording  speed  code 

T$ 

Title  to  search  for  to  display  or  delete 

TN$ 

Videotape  number 

TY$ 

Type  of  movie  code 

VR$,VT$ 

Remaining  time  on  tape  and  viewing  time  of 

movie 

X$,X1$,X2$ 

Subroutine  call  variables 

w 

Loop  Variable  to  pause  program 

228     COMPUni     May  1983 


BIIl"iP0KE1042,32:PRrNT341  ,  "GHHJHIIB 

B   aSaiaS"  :POKE1073,32:PRINT373,  "CO 

MMAND"lPRINT"EaaaHiSS       <DA>     ALL 

t3    SPACES><DT>     TITLES": P0KE1127, 32 

sPRINTai37, "<DS>    SEARCH    AND    DISPLA 

Y" 

60  PRINT"rarH:HJ::  <PA>  ALH3  SPACESX 
PT>  TITLES": P0KE1223,32: PR I NT: PR  IN 
r-rsSTTP  EEDT  <AD>  ADD{3  SPACES><DE> 
DELETE" : POKE I 283, 32 : PR  I NT3297 , " < SM 
>  SORT  BY  M0VIE"iPRINTa329, "<ST>  S 
ORT  BY  TYPE":PRINTa3il , "<SN>  SORT 
BY  TAPE  #" 

70  PRINT:  PR  INT"  CanEaiSl  <LD>  LOAD  <S 
A>  SAVE" : PRINT34B9, "<QU>  QUIT  PROS 
RAM" ; : PRINT380, " "; : INPUTC* 

80  C»=C«+"    ": C*=LEFT« (C*, 3) : IFC*="QU 

"THENCLSsENDELSEC=INSTR (CC*,C*)-1 

;IFC/3<>INT(C/3)  THEN50ELSE0NC/3-t-lG 

0SUB24  0, 290, 340, 400, 430, 4  70, 560, 60 

0,600, 6  00, 730, 750: B0T050 

90  ' 

100 

1  10 

120 


130 
140 


150 


R*=R« ( 1D> :TY«=MID« (R«, 97, 2) : IFTY* 

="CO"THENTY*="COMEDY"ELSEIFTY»="D 

R"THENTY«="DRAMA"ELSEIFTY*="HI "TH 

ENTY«="HISTDRY"ELSEIFTY«="HD"THEN 

TY«= "HORROR "ELSE  I FT Y*="MU"THENTY« 

="HUS1CAL"ELSEIFTY*="MY"THENTY«=" 

MYSTERY" 

RETURN 

A1*=MID*(R*,49, 16> :A2«=MID«(R«,65 

, 16) : A3*=MID« (R«,ai, 16) :DI*=MIDS< 

R«, 33,  16)  : TN«  =  MID*  <R«, 99, 2)  :CN«  =  M 

ID4(R*,101,4>+"-"+MID«<R»,105,4) 

SP*  =  MID«  <R«,  1  10,  1  )  :  VT*  =  mD*  (R*,  1  1 

1 ,  1 ) +" :  "+MID* (R*,  1 12, 2)  I VR*  =  MID«  t 


Figure  1:  VMDP  Main  Menu 

>^1  DEOTAPE 

MO'.^I  E 

DATABASE   SYSTEM 

CQMMAMD"? 

DI  SPI_<iiY 

<C.A> 

ALL 

<DT> 

TITLES 

■CDS> 

SEARCH   AMD 

DI SPLAY 

PRINTER 

<  PA> 

ALL 

<:pt> 

TITLES 

CHG  Ol^Tt^ 

<AD> 

ADD 

<DE> 

DELETE 

<SM> 

SORT 

B^-  r-iovi  E 

<ST> 

SORT 

BV   TVRE 

<  SN  ;■ 

SORT 

BY   TARE   « 

DATAFI LE 

<i_o> 

LOAD 

<  S  A  > 

SA'-'E 

<G!U> 

QUIT 

PROGRAM 

Figure  2:  sample  Full-Data  Display 

T I  :   The  M 

ari  Who  K.n&i^)     Too  Mu  c 

h 

YEAR:   1^3^              TYRE:   MYSTERY 

STARRIMO : 

P&ter-   Loi-r-e- 
Lesl i ©   BahK^ 
Edna  Be=t 

DI RECTOR : 

A  1  -f  r-  ed  Hi  t  c  h  .=  oc  k 

TAPE :   2  5 

C  05';'5—  1  1  25>    SPEED: 

EP 

^  I  EK   T  I  ME 

:    1:25    TIME   REM:   2 

:  45 

RECORDED i 

e -3-1.5-32     CHANNEL: 

1  ^ 

COLOR:   SJO 

COMMERCIALS:   EDITTED 

<m>e:xt  paoe  <cl>ast  page  <m> 

EN  U 

Figure  3:  sample Titles-Only  Display 

T  I    :       E;r    i  n  g  i  n  g      Up      Bsfc»>' 

YEJ=tR  :        i^-SS  TYPE:      COMEDY 


T  I  ;   P  r-  -a  n  k  le  ri  -s  t  ^  i  n 

YEAR:    l^-Sl  TYPE:   HORROR 

T  I  :   It's   a  I'Jon  der  -f  u  \       L  i  +  e- 
YEAR:    I'^'^T  TYPE:   DRAMA 

TI  :   The-  Man  Who  Kn  e-w  Too  Much 
YEAR:    1934  TYPE:   MYSTERY 

TI :   Top  Hat 

YEAR:   I"?  3  5  TYPE:   MUSICAL 

cr-;>E;<T  page  -cl^-ast  page  ■!:m>enu 


260 


270 


280 
290 

300 

310 
320 


330 
340 

350 


160 


170 


ISO 
190 


200 


210 
220 
230 
240 
250 


R*,  1 14,  1 )  :  IFVR«="E"THENVR»="EOT"E 
LSEVR*=VR»+": "+MID* (R*, 115,2) 
DT*=MID« (R*, 1 18, 2>+"-"+MID« (R«, 12 
0,2>+"-"+MID*(R*, 122,2) :CH*=MID* I 
R*,  124, 2)  :CL*  =  riID*{R*,  126,  1)  :  IFCL 
*="N"THENCL*=:"NO  "  ELSECL«=  "  YES  " 
CM*  =  riID»  <R*,  127,  1  )  :  I  FCM*=  "N  "THENC 
M»="NONE"ELSEIFCM«="E"THENCM»="ED 
ITTED"ELSEIFCM*="F"THENCM«="FEW"E 
LSEIFCM*="ri"THENCM*="MANY"ELSEIFC 
M*="A"THENCM«="ALL" 

RETURN 

CLS:  PRINT341  ,  Xl«;  "     I :» iCiIi] tJ >M"  :  PQKEl 

071 , 32: PRINT396, "TITLE     TO     ";X2«:P 

R  I  NT  3  158,  CHRIi  (127) 

PRINT3128,  "";  :  I  NPUTT*  :  T1i  =  LEFT«  (  <T 

«+STRlNG«  C2S,32)  >  , 28) : PR  I NTS  130, T 

*: F0RI0=1T0IR:  IFT«  =  LEFT* (R*( ID)  ,2 

B)  THENRETURNELSENEXT:PRINT5>192,  "  C 

E   ailiJI    EHannS"  :  PDKE1218,  32iPOKE12 

23, 32: F0RW=1T0  750: NEXT: RETURN 

'    DsasaiEi  Rf-i.i*j»tr.L=a 


ID=1 

GOSUB 1 20: CLS: GOSUB 1 40 : SOS 

INT"e3BCnnon?:      ";A11i:PRINT 


2«: PRINTTAB  C lO) A3*: PR  I NT: 
[IHaanS:      ";DI*:PRINT:PRINT 


;TN*; ■ 

VIEW 
VR* 
PRINT: 
ANNEL: 


< " ;CN«; " > 
TIME:   ";VT*: 


SPEED: 
TIME 


PRINT"IISH!ia3MS:  ";D 
" ;CH*: PR  I  NT "COLOR: 
COMMERCIALS:  " ; CM* : GQSU 
K*=INKEY*: IFK*= " " THEN270E 
"M"THENRETURNELSEK=ASC (K* 
6ANDKO7S0R  <  K  =  7  8ANDI  0=  I  R  ) 
NDI0=1 ) THEN270ELSEIFK=78T 
+1ELSEIFK=76THENI0=I0-1 
B0T0250 

IP=0:MP=INTf IR/5> : IFIR/5= 
) THENMP=MP-1 

CLS:F0RIL=1T05: IO=IP»5+IL 
R  THENeOSUB120:60SUB350:N 
eOSUB360 
K*=INKEY»s IFK*=""THEN320E 
"M"THENRETURNELSEK=ASC<K« 
6ANDK<  >78DR(K  =  78ANDIP  =  MP) 
NDIP=0)THEN320ELSEIFK=78T 
+1ELSEIFK=76THENIP=IP-1 
G0T03OO 

Xl*="ai3IHE":  X2*  =  "SEARCH 
UB190: IFIO>IR  THENRETURNE 

PRINT"IM1:  ";LEFT«(R«,28)  ; 
[aaS:   ";  MID*  (R«,29,  4)TAB(  1 


UB350: PR 
TAB ( lO) A 
PR  I  NT  "Em 
"  UHiIm:  " 
"  ; SP*;  "P 
REM:   "; 

T*;"   CH 
"SCL*; " 
B360 

LSEIFK*= 
)  :  IFK07 
DR(K=76A 
HEN  I D= 10 


INT  CIR/5 

:  IFIO<  =  I 
EXT 

LSEIFK*= 
)  J  IFK07 
0R(K=76A 
HENIP=IP 


FOR" ! GOS 
LSE250 

:PRINT"B 
a  >  "  SEES: 


MciyW83    COMPUTi!     229 


360 

370 
380 
390 
400 


410 


420 
430 


440 
450 
460 
470 


480 


490 


500 


510 


520 

530 


540 

550 
560 


"; TV* s  PRINT: RETURN 
PRINT34B1 , "<N>EXT  PAGE  <L>AST  PAG 
E  <M>ENU" ;  5  RETURN 


S«=STR 
B120:  B 
1  3 )  ;  "  T 
AR:  "; 
Y*: PRI 
I A1*;S 
CTORi 
PRINT* 
; "COUN 
"  ;  SP« 
«;  "TIM 
RDED; 
; "COLO 
; CM*: I 
,STRIN 
NEXT: R 
PRINT* 
TLE";T 
CHR*  (  1 
NT#-2, 
,29,4) 


ING* (4, 
0SUB140 
ITLE:  " 
MID*  <R* 
NT#-2, C 
«; A2*; S 
"  ;  D I  * 
-2, CHR* 
TER: 
; "P" ; S* 
e  REM: 
" ; DT«; S 
Rj  " ; CL 
FI0/5=I 
B* ( 10,  1 
ETURN 
-2,STRI 
AB  <34>  " 
3) : FORI 
LEFT*  <R 
; TAB (44 


32) : FORIO=lTaiR:GOSU 
: PRI NT* -2, STRING* (3, 
; LEFT* (R«, 2S> ; S»; "YE 
,29, 4> ; S*; "TYPE:  ";T 
HR* < 13> ; "STARRING:  " 
♦  ; A3*: PR  I  NT* -2,  "DIRE 

(  13)  ;  "TAPE:  "; TN*;S« 
CN*:PRINT*-2, "SPEED: 
"VIEW  TIME:  ";VT*;S 
; VR*5  PRINT*-2,  "RECO 
«; "CHANNEL:  ";CH*;S« 
«;S*; "COMMERCIALS:  " 
NT (  10/5) THENPRINT*-2 
3) 

NG* (2, 13) ;TAB(10) "TI 
YEAR"; TAB (45) "TYPE" ; 
D=1T0IR: G0SUB120:PRI 
«, 28)  ; TAB  <34) MID* (R* 
) TY*: NEXT! RETURN 


Aos/DEMaan  Rtiiii*<:i*i 


X*="  AND  EHSSHT  CASE) " :G0SUB530: R* 
=  S TRINE*  < 127, 32)  :RP=1 : Q*= "TITLE "  + 
STRING*  (27,  32)  :  L  =  2B:  G0SUB540:  S«=S  + 
32: Q*=" YEAR" : L=4: G0SUBS40: Q*="DIR 
ECTOR" :L=16: G0SUB54  0: F0RI=1T03:Q* 
=  " ACTOR  #"+RIGHT* (STR*  (I )  ,  1 )  : GOSU 
B540: NEXT: F0RW=1T0250: NEXT 
X*="CASE  ONLY) " : G0SUB530: Q*="TYPE 
(CO, DR, HI ,H0, MU, MY) " : L=2: G0SUB54 
0:Q*="TAPE  *": L=2 : G0SUB540 : Q«= " CO 
UNTER  START"  :  L  =  4:  GOSU B 54 O:  (3*="COU 
NTER  END  " 5 G0SUB540 : M I D* ( R* , RP , 1 
)="/": RP=i 10 

Q*=" SPEED  (S,L,E)":L=1: GOSUB540:Q 
*="VIEW  TIME  (H: MM) ":L=4: G0SUB540 
:Q*="TIME  REM  ( H : MM ) " : L=4 : BOSUB5 
40:MID«(R*,lll,7)=MID*(R*,lll,l)-t- 
MID*(R*, 113,3)+MID*(R«, 117,2)+"/" 
: RP=1 18 

Q*="DATE  RECORDED   (MM-DD-YY) 
CB  SPACES>" :L=B:G05UB540:S=S+32:M 
ID* (R*, 120, 4>=MID* (R*, 121 ,2) +MID* 
(R*,124,2):RP=124: Q*= " CHANNEL " : L= 
2: GOSUB540:Q*="COLDR  (Y  OR  N)":L= 
1 : G0SUB540: Q*="COMMERCI ALS  (N  OR 
E,F, M, A) " : L=l : G0SUB540 
IFIR  =  OTHENI 1  =  1 : GOTD520ELSEFOR I  1  =  1 
T0IR;IFLEFT*(R«(I1),28)<LEFT*(R*, 
28) THENNEXTELSEF0RI2=IR  TOIl  STEP 
-1  : R*  < 12  +  1 )=R*  £  12)  : NEXT 
R*  < I  1 )=R*:  IR=IR+1 : RETURN 
CLS:PRINT311,  "GEE  I;a=<»tf3:r:"  :  POKE  1  07 
0, 32: PRINTiPRINT" (ANSWER  IN  UPPER 
"  ;  X*:S  =  64:RETURN 

S  =  S  +  32:Q  =  LEN  <Q*)  : PR INT3S , D* } " ? " : P 
RINT3S+Q+L+3, CHR* (127) : PRINT3S+Q+ 
2,  "  "  ;  : LINEINPUTA*:MID» (R*,RP,L) =A 
*!RP=RP+L 

PRINT3S+Q+L+2,STRING« (32, 32) : RETU 
RN 

Xl*="[3HMaO"  :  X 2*  =  "DELETE"  :  G0SUB19 
0:IFIO>IR  THENRETURNELSEPRINT3192 
,  "DELETING  RECORD.  .  .  "  :  FOR  I  =  10  TOI 
R-1 : R*  < I ) =R* (1  +  1): NEXT:  rR=IR-l:RE 
TURN 


570 
580 
590 
600 

610 

620 

630 
640 


650 
660 


670 
680 


690 
700 
710 
720 

730 


'     SQHij  Rnnii*<:raa 


IFCt 
ENC= 
CLS: 

N=IN 
IR-N 
11  =  1 
14  =  1 
R*  (  I 
(  14) 
N640 
12=1 
14=1 
(R*  ( 
T*  (R 
=  R*  ( 
THEN 
GOTO 
14=1 
R*  (I 
R«  (  I 
HEN6 
GOTO 


=  "SM  " 
2ELSEI 
PRINTS 
N=1R 
T (N/2) 
:  12=1 
2:  ONC 
1+N: IF 
4) , 28) 
: R*  (  14 

2+1  :  IF 
1+N:  IF 
I  1 >  , 28 
*  < 14)  , 
14) :R* 
660 
6  50 
1+N; IF 
4) ,99, 
4) :R*< 
80 
650 


THENC=1ELSEIFC*="ST  "TH 

FC*="SN  "THENC=3 

70,  "...  SORTING  RECORDS, 

: IFN=0THENRETURNELSEI3= 

G0T0640, 660, 680 
LEFT* (R»  ( I  1 )  ,28)  >LEFT* ( 
THENT*=R« (I1);R«(I1)=R» 
)=T*:  Il  =  Ii-N:  IFI1>=1THE 

I2>13  THEN620ELgE630 
MID«(R4(I1),97,2)+LEFT* 
) >MID*(R*(I4) ,97, 2) +LEF 
28) THENT*  =  R« ( I  1 )  : R« ( I  1 ) 
(I4)='T*:  I1  =  H-N:  IFI1>=1 


MID* (R*  < I  1 )  , 99,6) >MID*  < 
6) THENT«  =  R« ( I  1 )  : R*  (  I  1 )  = 
14) =T*: 11=11 -N: IFIl >=iT 


740 


750 


760 


770 


XI 
EC 
AD 
F* 
IF 
UR 
TO 
X  1 
CA 
T: 

f     ~ 

NE 
CL 
El 
DA 
51 
PR 
DY 
IF 
RN 


LcmEystnsi  Rr.iih*<:i^3 

*="Ht!EE":  X2*="ON  THE  CASSETTE  R 
ORDER.  " : GOSU B 7 60: PR I  NT : PR I NT " LO 
ING  "; F*;  -...":  IR=1 : OPEN" I " ,  -1  , 


EOF (-1 >  THEN 
NELSEINPUT* 
740 

*=  "  EfTma"  :  X2 
SBETTE  RECD 
PRINT "SAVIN 
1 , F*: F0RI=1 
XT: CLOSE*-l 
S: PRINT341 , 
069, 32: POKE 
TA  FILE  NAM 
TIDN  TAPE  A 
INT3256, "PR 


IR=IR-1:CL0SE*~1:RET 
-1  ,  R*  (  IR)  :  IR=IR+1 : GO 


*="ANDE33EEirE  ON  THE 
RDER. ":60SUB760:PRIN 
G  "; F«; "...": OPEN" D" 
TDIR:PRINT*-1,R*<I) : 
: RETURN 

XI*;"  EEinir  SHMl"  :  POK 
1074, 32: PRINT: INPUT" 
E"  ; F*: PRINT: PR  INT" PO 
ND  PRESS  GHSB  ";X2*: 
ESS  0r033>  WHEN  REA 


INKEY*<  >CHR*  < 13) THEN770ELSERETU 


Program  2:  ti  Version 


10 
40 
41 
42 
43 
44 
45 

50 

52 
54 


56 


60 


REM  VMDP 
DIM  Rl*  < 
YY«="COD 
FOR  1=0 
READ  Yt  C 
NEXT  I 
DATA  COM 
USICAL, M 
CC*="DA 

LD  SA  " 
CALL  CLE 
PRINT  TA 
(6) : "DAT 
<DA>  A 
PRINT  TA 
" :  : "PRI 
PT>  TITL 
PRINT 
tS  SPACE 
TAB ( 10) ; 
PRINT  TA 
TAB  < 10)  ; 


TI 
60) 
RHIH 
TO  5 
I  ) 

EDY, 
YSTE 
DT  D 

AR 
B(6) 
ABAS 
LL"  ; 
B  <  10 
NTER 
ES" 
CHG 
S  J  "  : 
"<SM 
B  <  10 
"<SN 


VERSION 
V*  CS) 

OMUMY" 


DRAMA, HISTORY, HORROR, M 

RY 

S  PA  PT  AD  DE  SM  ST  SN 


; "VIDEOTAPE  MOVIE":TAB 
E  SYSTEM":   :   : "DISPLAY 
TAB ( lO) ; "<DT>  TITLES" 
);"<DS>  SEARCH, DISPLAY 
<PA>  ALL" : TAB ( lO) ; "< 

DATA  <AD>  ADD 

TAB ( lO) ; "<DE>  DELETE": 

>  SORT  BY  MOVIE" 
);"<ST>  SORT  BY  TYPE": 

>  SORT  BY  TAPE  #" :   : "D 


230     OOMPUTi!     MayWB3 


Notes  On  TI-99/4A  Version 


C.  Regena 


An  effort  was  made  to  keep  the  translation 
as  close  to  the  author's  version  as  possible. 
The  VMDP  record  format  is  the  same  and 
the  variables  used  in  the  program  are  the 
same  as  in  the  TRS-80  CC  version.  The  line 
numbers  with  the  explanation  are  the  same 
in  most  cases;  sometimes  lines  were  added 
in  the  TI  version  because  TI  BASIC  does  not 
allow  multi-statement  lines. 

The  TI  printed  screen  is  28  columns  wide 
and  24  lines  long.  The  TI  does  not  have  PRINT 
AT  capabilities,  so  while  you  are  adding  a 
record  the  screen  will  scroll,  rather  than  using 
separate  screens. 

The  cassette  file  processing  procedure  is 
similar  to  the  TRS-80.  Line  734  OPENs  file 
device  #1,  "CSl"  or  cassette  1.  INPUT  is 
used  to  read  in  previously  saved  data.  IN- 
TERNAL format  is  used  rather  than  DISPLAY 
format  for  more  efficiency  in  this  application. 
Each  record  is  a  FIXED  length  of  127.  The  TI 
cassette  tape  device  will  use  record  lengths 
of  64,  128,  or  192  positions  in  FIXED  record 
type,  so  we  need  to  specify  FIXED  128. 

Line  752  OPENs  file  device  #2  to  save 
data  in  the  same  format  required  to  read  in 
data. 

This  program  does  not  check  your 
INPUT  as  you  are  adding  a  record  to  make 
sure  your  answers  are  logical.  Follow  the 
instructions  listed  in  the  TRS-80  version  for 
each  item  entered. 

Cassette  file  processing  does  not  have 


an  EOF  function  to  signal  the  last  data  record 
(disk  file  processing  does).  To  signal  the  last 
record,  this  program  will  read  the  record, 
then  check  to  see  if  the  first  three  characters 
are  "ZZZ".  Therefore,  just  before  you  choose 
the  option  to  save  your  data,  enter  a  title  of 
ZZZ  (or  ZZZZ,  etc.).  You  may  press  ENTER 
on  each  of  the  remaining  INPUT  prompts. 
Since  you  may  have  nearly  any  type  of 
printer  connected  to  your  TI,  you  will  be 
asked  to  enter  your  printer  configuration 
when  you  choose  the  printing  options.  Be 
sure  to  use  the  quotation  marks.  For  example, 
if  you  have  a  TI  825  printer,  your  printer 
configuration  will  be: 

"RS232.BA  =  600" 

For  a  teletype,  the  configuration  may  be: 

"RS232.TW.BA  =  110" 

This  program  illustrates  the  power  of 
string  manipularion.  The  data  is  saved  as 
one  long  string  of  characters  (127  long),  then 
certain  segments  are  examined  for  the  sort 
routines  or  the  displays.  SEG$  is  a  function 
that  will  return  a  specific  SEGment  of  a  string 
variable.  For  example,  R$  is  the  data  record. 
SEG$(R$,1,28)  is  the  segment  of  R$  starting 
with  the  first  character  and  taking  28  charac- 
ters -  the  title.  SEGS(R$,97,2)  is  the  segment 
of  R$  starring  with  the  97th  character  and 
taking  two  characters  (the  TYpe  of  movie). 
String  variables  need  to  be  combined  with  &, 
not  -I-. 


430,450 


ATAFILE  < L0>  LOAD " : TAB ( i 0 ) ; " < S A >  S 
AVE" 
64  PRINT  : TAB  £ lO)  ;  "<QU>  QUIT  PROGRAM" 


70  INPUT  C* 

80  C*=SEB« <C*, 1 , 2) 

82  IF  C*="QU"  THEN  800 

84  P=POS (CC* , C*, 1 ) 

85  IF  P=0  THEN  52 

86  P=INT  <P/3)  +1 

as  ON  P  GOSUB  240,290,340,400, 

, 560, 600, 6  0  0, 600, 730, 750 
89  GOTO  52 
120  R*=Rl*<IO> 
122  TY4=SEG« (R*, 97, 2> 

124  P=POS < YYt, TY«, 1 ) 

125  P=INT(P/2) 

126  TY*=Y*CP) 
130  RETURN 

140  A1«=SEG* <R4, 49, 16) 

141  A2«=SeG« (R«, 65, 16) 

142  A3«=SEG« (R», 81 , 16) 

143  DI«=SE6S (R*, 33, 16) 

144  TN«=SEG4 (R*, 99, 2) 

145  CN*=SE6* <R*, 101 


4)&"-"&SEG*  <R«,  lO 


150 
15J 

152 
154 
155 
156 
158 
160 

162 
164 
165 
166 
167 
168 
170 
171 
172 
173 
174 
175 
176 
177 


'  :  "^SEG* (ft*,  11 


5,  4) 

SP*=SEB* (R«, 1 10, 1 ) 

VT*=SEG*(R«,111,1)& 

2  2 ) 

VR«=SEG*(R«, 114, 1) 

IF  VR«="E"  THEN  158 

VR«  =  VR*S<":  "StSEGt  (R*,  1  15,2) 

GOTO  160 

VR*="EOT" 

DT*  =  SE6*  (R*,  118,  2>S<"-"S,SE6*  (Rt,  i: 

O,  2)  &"-"S(SEG*  (R*,  122,  2) 

CH*=SEG* (R*, 1 2  4, 2) 


CL*=SE6t (R«, 126 

IF  CL*="N"  THEN 

CL*=" YES" 

GOTO  170 

CL«="ND" 

CM*=SEe* (R* 

IF  CM«<>"N" 

CM«="NONE" 

GOTO  185 

IF  CM*<>"E" 

CM*="EDITTED" 

GOTO  185 

IF  CM*<>"F"  THEN 


1  ) 
168 


127,  : 
THEN 


) 
174 


THEN  177 


180 


Ma/ ■mi    COMPUn!     231 


178 

179 

ISO 

181 

182 

183 

185 

190 

192 

200 

201 

203 

204 

205 

207 

208 

209 

210 

212 

240 

250 

252 

254 

255 

256 

258 


?60 


CMt="FEW" 

GOTO  185 

IF  CM*<>"M"  THEN  183 

CM*="MANV" 

GOTO  185 

CM*=" ALL" 

RETURN 

CALL  CLEAR 

PRINT  Xl«;"  RECORDS":   : "TITLE  TO 

" ; X24:   : 

INPUT  T* 

T*  =  SEG*  (T*S<"  <:28  SP  ACES  J  "  ,  1  ,  28  ) 

FOR  IO=l  TO  Ii 

IF  T*=SE6t (Rl « ( lO) . 1 , 28) THEN  212 

NEXT  10 

PRINT  :   :"«*  NO  SUCH  RECORD  **" 

PRINT  : "PRESS  <ENTER>"; 

CALL  KEY(0,K,S) 

IF  K<>13  THEN  209 

RETURN 

10=1 

6DSUB  120 

CALL  CLEAR 

GDSUB  140 

GOSUB  350 

PRINT  "STARRING 

«: TAB ( 1 1 ) ; A3«:   :"DIRECTOR:   ";DI4 

PRINT  :"TAPE: 

"SPEED:   ";SP«; 

TS:"TIME  REM: 


265 
270 
271 
272 
273 

274 

275 
276 
277 
278 
280 
290 
291 
292 
294 
300 
301 
302 
303 
304 
305 
306 
310 
320 
321 
322 
323 

325 
326 
327 
328 
329 
330 
340 
341 
342 
344 
350 


"  ; Al*: TAB ( 1 1  )  ; A2 
"DIRECTOR:   " 
TN4; "  < " ; CN* 
"  :  " V  I E  W  TIME 
;  VR« 


RECORDED:   "  | DT* :" CHANNEL : 
COLOR:   "  ;CLt:  "COMMERCIALS 


51  ) 

365 


PRINT  : 
" ;CH*: 
:   ";CM« 
6D5UB  360 
CALL  KEY<0,K1 
IF  Kl=77  THEN 
K  =  f<l 

IF  <K<>76>* (K<>7B)+<K=78) * (IO=IR) 
+  (K  =  76)  *  C  10=1  ) THEN  270 
IF  K<>7e  THEN  277 
I0=10+l 
GOTO  250 

IF  K076  THEN  250 
10=10-1 
GOTO  250 
IP  =  0 

MP=INT ( IR/5) 

IF  IR/5C >INT : IR/5) THEN  300 
MP=MP-1 
CALL  CLEAR 
FOR  1L=1  TO  S 
ID=IP*5+IL 
IF  IO>IR  THEN  310 
GOSUB  120 
GOSUB  350 
NEXT  IL 
GOSUB  360 
CALL  KEY (0, Kl  ,S1  ) 

IF  Kl=77  THEN  365 
K  =  K1 

IF  (  K<  >76  )  *  C  K  <  :;  78  )  +  (  K=78  > 
+ (K=76> « ( IP=0) THEN  320 

IF  K07B  THEN  328 

IP=IP+1 
GOTO  300 

IF  K076  THEN  300 

IP=IP-1 

GOTO  300 

Xl*="SEflRCH" 

X2*="SEARCH  FDR" 

GOSUB  190 

IF  lOIR  THEN  365  ELSE  250 

PRINT  "TI:  "; SEB* (R*.  1,28)  : 


»  < IP  =  MP) 


;TY«:   : 

355 

RETURN 

360 

PRINT  :"<N>EXT  PAGE 

" : "<M>ENU" ; 

365 

RETURN 

390 

CALL  CLEAR 

392 

PRINT  "    **  PRINTER 

394 


395 

397 

399 

400 

402 

403 

404 

405 

406 

407 

410 

YEAR: 


232 


"  ;SEG«  (R*,  29, 4) 
COMPUH!    MoyWaa 


TAB ( 14) 


TYPE: 


412 


414 
416 
420 
42  1 
422 
430 
431 

432 
433 
434 

435 

436 

437 

450 

451 

452 

453 

454 

455 

456 

457 

458 

459 

460 

461 

462 

463 

464 

465 

466 

467 

468 

469 

470 

471 

472 

473 

474 

475 

476 

477 

478 

479 


"<L>AST  PAGE 


ROUTINE  *»    " 

PRINT  "ENTER  YOUR  PR  I NTER " ;  " CONF I 

GURATIQN: " :   : 

INPUT  Pl« 

OPEN  #3:Pi* 

RETURN 

GOSUB  390 

S«=" £4  SPACES} " 

FOR  10=1  TO  IR 

GOSUB  120 

GOSUB  140 

PRINT  #3:   :   :   : 

1  , 2B)  ; S«;  "YEAR: 

*;  "TYPE;   "  ;  TY« 

PRINT  #3:   :"STARRING:   ";A1«;S* 

«; S4 ; A3*: "DIRECTOR:  ";DI« 

PRINT  #3:  :"TAPE:  "; TN*; St ;" COUNT 

ER:   " I CN«:  "SPEED:   " ; SP« ;  " P  "  ; S« ;  " V 


■TITLE:   ";SEG*<R*, 
" ; SE64 (R*, 29, 4) ; S 


A2 


lEW  TIME:"  ;  VT*;  S*;  "TIME  REM:   "  ;  VRt 

PRINT  #3: "RECORDED:   " ; DT t ; St : " CHA 

NNEL:   "; CH«; S*; "COLOR:   ";CLt;S*;" 

COMMERCIALS:   " ; CM* 

IF  I0/5<>INT< 10/5) THEN  420 

PRINT  #3:  :::::::;:: 

NEXT  10 

CLOSE  #3 

RETURN 

GOSUB  390 

PRINT  #3:  :  : TAB ( 10 > ; " T ITLE " ; TAB < 

34) ; "YEAR" ;TAB <45) ; "TYPE" :   : 

FOR  10=1  TO  IR 

GOSUB  120 

PRINT  *3:SEG*<R4, 1,28) ;TAB(34);SE 

G«(R«,29,4) ;TAB(44) ;TY4 

NEXT  lO 

CLOSE  #3 

RETURN 

X  t  =  "  " 

GQSUB  530 

RP=1 

Q«="TITLE"S<"  {23  SPACES>" 

L  =  2a 

GOSUB  540 

Q«="YEAR" 

L  =  4 

GOSUB  540 

Q*="DIRECTOR" 

L=16 

GQSUB  54  0 

FDR  1=1  TO  3 

Q«="ACTDR  tt"&STRt(I) 

GOSUB  540 

NEXT   I 

PRINT 

Q$="TYPE  (CD. 

L  =  2 

GOSUB  540 

0*="TAPE  «" 

L  =  2 

GDSUB  540 

Q4="COUNTER  START" 

L  =  4 

GOSUB  540 

Qt="CDUNTER  END    ' 

GOSUB  540 

R«  =  R*S<"/  " 

RP=1 10 


DR, HI , HO, MU, MY) 


4S0  Q*="SPEED  (S,L,E)"  606  IF  C*<>"SN"  THEN  610 

481  L=l  607  C=3 

482  BOSUB  540  610  CALL  CLEAR 

483  Q«="VIEW  TIME  <H:MM)"  61!  PRINT  "...   SORTING  RECORDS  ...": 

484  L=4  :   : 

485  BDSUB  540  613  N= I R 

486  Q«="TIME  REM  (H:MM)"  620  N=INT(N/2) 

487  L  =  4           •  622  IF  N=0  THEN  69*? 

488  GOSUB  540  624  I3=IR-N 
490  R*  =  SEG*  (R«,  1  ,  1  10)  SiSEG*  (R*,  I  1  1  ,  1)  S<   626  12=1 

SEBS  <Rt,  1  13,  3)  StSEB*  (R«,  1  17.2)  Sc"  /  "   630  11=12 

492  RP=118  632  ON  C  GOTO  640,658,630 

494  Q«="DATE  RECORDED   (MM-DD-YY)  640  I4=I1+N 

{4  SPACESDCa  SPACESt.J"  64  1  IF  SE6*  (  R 1 ♦ i  I  1 )  ,  1  ,  2B )< =SEG* ( R 1 « ( I 

496  L=8  4),1,28)THEN  650 

498  GOSUB  540  642  T*=Rlt<Il) 

500  R*  =  SEG* (RS,  1 ,  1  19) &SEG* (ft*,  121  , 2) &   ^43  R 1 4 { I  1 ) =R 1  *  ( I  4 > 

SEG* <R*, 124, 2>  644  R1*<I4)=T* 

502  RP=124  645  I1=I1-N 

503  Q«="CHANNEL"  646  IF  I1>=1  THEN  640 

504  L=2  650  12=12+1 

505  GDSUB  540  655  IF  I25I3  THEN  620  ELSE  630 

506  Q«="COLDR  (Y  OR  N)"  658  14=1 1+N 

507  L=l  659  S1*  =  SEG«  (Rl«  <  I  1  )  ,  97,2)  S<SEG«  !R1*  (  I 

508  GOSUB  540  1),1,2B) 

509  Q*="COMMERCIALS  <N  OR  E , F , M , A )  "  ^60  S2*  =  SEG* ( R 1 « < I  4 )  , 97 , 2 ) &SEB* ( R 1 * <I 

510  L=l  4) , 1 . 28) 

511  GOSUB  540  661  IF  S1«<=S2*  THEN  650 

512  IF  IROO  THEN  515  663  T*  =  R1*(11) 

513  11  =  1  664  Rl*  ( I  1 ) =R1* C 14) 

514  GOTO  525  665  R1*(I4)=T* 

515  FDR  11=1  TO  IR  ^66  I1=I1-N 

516  IF  SEG«<R1*(I  1  )  ,  1  ,28)  >  =  SEG*  (R*,  1  ,  ^^j  jp  I  1  ■;  =  1  THEN  658  ELSE  650 
2B)THEN  520  680  I4=I1+N 

517  NEXT  11  681  IF  SEG*  C  R  1  4  (  I  1  )  ,  99  ,  6  )<  =SEG*  (  R  1  «  <rl 

518  GOTO  525  4>,99,6)THEN  650 

520  FOR  I2=IR  TO  II  STEP  -1  ^B2  T*=R1*CI1) 

521  Rli (12+1 >=R1* < 12) 


522  NEXT  12 

525  Rl* ( I  1  ) =R* 

526  IR=IR+1 

529  RETURN 

530  CALL  CLEAR 

532  PRINT  "{4  SPACES>*«  ADD  RECORD  ** 


683  R1«(I1)=R1»(I4) 

684  ftl* (14) =T« 
635  11=I1-N 

687  IF  I1>=1  THEN  680  ELSE  650 

699  RETURN 

730  X1*="LDAD" 

732  GOSUB  760 

533  R*=""'  734  OPEN  « 1 ;  " CS 1  " ,  I NPUT  ,  I NTERN AL , F  I  X 

534  RETURN  ED^128 

540  PRINT  Q*;  ^^^  IR=0 

541  INPUT  A*  7^3  IR=IR+1 

542  IF  LEN(A«)<=L  THEN  546  740  INPUT  4»  1  :  R  1  «  (I  ft  > 

543  A*  =  SEG*(A«,  1,L)  742  IF  SE6* ( ft  1  *  (I R )  ,  1  , 3 > <> " Z Z Z "  THEN 

544  GOTO  550  738 
546  FDR  I I=LEN ( At ) +1  TO  L                  746  IR=IR-1 

548  A*  =  ASS("  "  747  CLOSE  #1 

549  NEXT  II  748  RETURN 

550  R«=R*&A*  750  X1*="SAVE" 

551  RP=RP+L  751  GDSUB  760 

552  PRINT                                        752  OPEN  4»  2  :  "  CS  1  "  ,  OUTPUT  ,  I  NTERNAL  ,  F  I  X 
554  RETURN  ED  128 

560  X1*="DELETE"  754  FDR  1=1  TO  IR 

561  X2S-"DELETE"  755  PRINT  #2:R1*(I) 

562  GOSUB  190  756  NEXT  I 

563  IF  ID>IR  THEN  572                        757  CLOSE  «2 
565  PRINT  : "DELETING  RECORD  ..."          758  RETURN 

567  FOR  1=10  TO  IR-1  760  CALL  CLEAR 

568  Rl*  (  I  )  =R14  (  I  +  l  >  762  PRINT  "<:4  SPACES>*«  ";X1*;"  DATA 

569  NEXT  I  FILE  **":   :   :   : 

570  IR=IR-1                                      764  RETURN 
572  RETURN                                       790  B*="" 

600  IF  C*<>"SM"  THEN  603  792  FOR  B= 1  TO  Bl 

601  C= 1  794  B«=B*&"   " 

602  GOTO  610  796  NEXT  B 

603  IF  C«<>"ST"  THEN  606  798  RETURN 

604  C=2  aOO  CALL  CLEAR 

605  GOTO  610  810  END  © 

May  1983     COMPOTE!     233 


TCON: 

The  Apple  Writer 
Processes  Programs 


Michael  Ginsberg 


Would  you  like  to  have  the  power  to:  change  all  or  some 
variables  in  an  Apple  program;  look  at  tzuo  different 
parts  of  a  program  at  the  same  time;  find  all  occurrences 
of  a  word  or  phrase;  move  one  or  more  lines  of  a  program 
around  at  will;  have  named  GOSUB  targets;  and  have 
other  powerful  programming  tools  at  your  fingertips? 
You've  already  got  it.  Here's  how  to  get  more  out  of  the 
Apple  Writer  than  you  may  have  thought  possible. 


The  Apple  Writer,  the  word  processor  which 
comes  with  every  Apple  II,  can  be  used  in  two 
ways  to  aid  your  programming.  First,  you  can  use 
the  features  of  Apple  Writer  to  modify  existing 
programs.  Second,  you  can  write  your  new  pro- 
grams directly  using  the  Apple  Writer.  If  you  write 
programs  using  the  Apple  Writer,  the  only  differ- 
ence is  that  you  use  the  controi-K  to  keep  the 
characters  in  uppercase. 

A  knowledge  of  text  files  and  BASIC  files  is 
necessary  to  understand  how  this  process  works. 
A  short  program  is  included  here  for  files  that  are 
currently  BASIC  programs.  This  short  program 
uses  the  EXEC  feature  of  the  Apple  to  create  a 
routine  that  converts  the  BASIC  program  to  text 
so  that  the  Apple  Writer  can  read  it. 

The  TCCDN  program  appends  three  lines  to 
the  beginning  of  your  program.  The  line  numbers 
are  0,  1,  and  2.  If  you  already  have  lines  in  your 
program  that  use  those  numbers,  you  must  in- 
crease these  line  numbers  to  3  or  above.  First, 
type  in  and  run  EXEC  TCON;  it  will  create  the 
TCON  program  which  will  convert  BASIC  to  text. 
Load  in  the  BASIC  program  and  type  in  EXEC 
TCON;  the  disk  will  start  spinning,  and  your  pro- 
gram will  be  converted.  When  the  program  has 
been  converted,  you  can  boot  your  Apple  Writer 
and  use  all  of  the  features  to  help  you  debug  your 
program.  After  it  is  booted,  you  should  hit  control- 
K  so  it  will  be  in  alpha  lock. 

Some  of  the  features  of  TCON  are:  search, 
replace,  scrolling,  deleting  and  retrieving,  split 

23d     COMPUTIi     May  1983 


screen,  and  word  and  phrase  counter.  Some  ex- 
perimenting with  Apple  Writer  is  necessary  to 
learn  how  it  works.  After  you  have  finished  de- 
bugging your  program,  all  you  need  to  do  is  save 
the  file. 

The  next  step  involves  converting  your  file  to 
a  BASIC  program.  This  sounds  hard  but  is  actually 
quite  simple.  After  DOS  is  booted,  you  need  to 
type  NEW;  then  type  EXEC  followed  by  the  file 
name.  That's  it.  Two  minutes  later,  after  you've 
seen  many  ]'s,  your  file  will  be  magically  converted 
to  a  working  BASIC  program.  Now  you  should 
save  the  BASIC  program  and,  if  you  are  through 
making  changes,  you  can  delete  the  text  file.  Apple 
Writer  can  be  extraordinarily  versatile  as  a  pro- 
gramming aid. 

10  Q»  =   CHR*  (34):D»  =   CHR*  (4) 

20   PRINT  D*; "OPEN  TCON" 

30   PRINT  D*5 "WRITE  TCON" 

100   PRINT  "0   D»  =  CHR* (4)  :  PRINT  D*; "Q*; " 

OPEN  FILE";Q*i  CHR*  (13) 
110   PRINT  "1   PRINT  D*; "Q»; "WRITE  FILE"iQ*| 

";  LIST  3-" 5  CHR*  (13) 
120   PRINT  "2   PRINT  D*; "Q*; "CLOSE  FILE"!Q«r 

":  END";  CHR*  (13) 
130   PRINT  "RUN" 
140   PRINT  "0"5  CHR*  (13):  PRINT  "1";  CHR*  ( 

13):  PRINT  "2";  CHR*  (13)  g 


COMPUTE! 

TOLL  FREE 

Subscription 

Order  Line 

800-334-0868 

In  NC  919-275-9809 

Apple  Fast  Sort 


John  Sorver 


//  can  take  a  loug  time  to  put  a  list  into  alphabetical 
order.  In  a  recent  expcriiuent,  using  a  basic  bubble  sort 
routine,  it  took  the  author's  Apple  eight  hours  and  57 
minutes  to  sort  1000  randomly  created  strings  of  random 
le)}gth  betiveen  one  and  20  characters.  This  subroutine 
puts  both  o)ie-  and  two-dimensional  Apple  arrays  in 
order  at  a  tolerable  speed:  that  same  list  of  1000  strings 
nozc  takes  one  minute  and  45  seconds. 


Strings  values,  when  assigned,  are  stored  at  the 
very  top  of  Apple's  free  RAM,  and  as  more  strings 
are  assigned,  they  are  stored  belou/  the  strings 
already  in  memory.  A  table,  created  when  you 
use  the  DIM  statement,  keeps  track  of  where  each 
string  is  in  RAM. 

Some  important  information  is  stored  at  the 
beginning  of  this  table.  The  first  byte  represents 
the  first  character  in  the  variable  name.  The  second 
byte  represents  the  second  character  in  the  vari- 
able name  plus  $80  (adding  $80  designates  it  as  a 
string  array  rather  than  an  integer  or  decimal  point 
number  array).  The  next  pair  of  bytes  gives  the 
length  of  this  pointer  table. 

The  fifth  byte  is  the  number  of  dimensions 
that  you  have  used  with  the  DIM  statement.  If 
you  used  a  two-dimensional  array,  the  next  two 
bytes  tell  how  many  variables  are  in  the  second 
part  of  the  dimension  (if  three-dimensional,  the 
next  four  bytes,  and  so  on). 

The  final  two  bytes  of  information  are  the 
number  of  strings  in  the  first  dimension.  The  table 
begins  here.  Each  variable  is  located  by  a  three- 
byte  pointer.  The  first  byte  is  the  length  of  the 
record,  and  the  next  two  point  to  where  the  first 
character  of  the  variable  is  stored.  These  pointers 
are  always  in  order  from  the  zero  dimension  to 
the  nth  dimension. 

At  the  end  of  this  grouping  of  pointers  are 
the  pointers  for  the  first  group  of  the  second  di- 
mensioned part  of  the  array.  Following  this  is  the 
second  group  of  pointers  for  the  second  dimen- 
sioned part  of  the  array,  and  so  on.  If  you  used  a 
one-dimensional  array,  there  is  only  one  group  of 
pointers. 

As  you  can  see,  there  is  no  need  to  sort  the 
strings  themselves.  Just  sort  the  pointers.  There- 
fore, there  is  no  time  wasted  in  garbage  collection 
and,  in  most  cases,  the  length  of  the  strings  does 


not  affect  the  time  of  execution. 

Simple  To  Use 

Using  this  sort  is  quite  simple.  Apple  stores  the 
last  variable  used  in  $81  and  $82,  so  you  may  need 
to  insert  a  statement  in  your  BASIC  program  such 
as  A$(0)  =  A$(0)  (see  line  90  of  Program  2),  or  you 
may  POKE  these  values  in  if  you  are  putting  this 
utility  on  another  machine.  The  sort  can  be  easily 
changed  to  use  the  zero  dimension  of  an  array  if 
you  wish.  To  do  this,  simply  change  the  following 
lines  in  the  BASIC  loader  (Program  1). 

120   IF  CK  <   >  5685 A  THEN  PRINT  "CHECK  DAT 

A  STATEMENTS  FOR  ERROR":  STOP 
2O0   DATA   169,0,133,253,133,239,169,1 
400   DATA   165,6,105,2,133,6,169,0 

If  you  are  using  a  two-dimensional  array, 
you  will  need  to  store  the  records  that  are  to  be 
put  in  order  by  using  the  zero  subscript  of  the 
second  dimension  (that  is,  A$(1,0),  A$(2,0),  etc.). 
The  accompanying  arrays  (A$(l,]),  A$(2,l), 
A$(l,2),  A$(2,2),  etc.)  will  be  kept  with  their  re- 
spective zero-subscripted  record. 

The  sort  will  automatically  ascertain  if  you 
are  using  a  one-  or  two-dimensional  array  and 
will  adjust  itself  accordingly.  You  may  use  any 
number  of  Subscripts  desired  in  one-dimensional 
arrays  and  in  the  first  part  of  the  two-dimensional 
arrays.  But  don't  try  to  use  anything  larger  than  a 
two-dimensional  array,  or  attempt  to  use  more 
than  255  variables  in  the  second  part  of  your  two- 
dimensional  array.  Some  of  the  corresponding 
subarrays  would  not  be  properly  aligned. 

Program  1  loads  the  machine  language  sorting 
routine  into  RAM.  You  should  save  this  on  disk 
by  typing: 

BSAVE  SORT,  A$944A,LS1B6 

Program  2  provides  an  example  of  the  steps 
necessary  to  use  the  routine. 

Program  1:  ml  Fast  Sort  Loader 

100   REM   THIS  PROSRAM  INSTALLS  BUT  DOES 

NOT  RUN  THE  ML  FAST  SORT 
110   FOR  I  =  37962  TO  38399!  READ  A:CK  = 

CK  +  At    POKE  I, As  NEXT 
120   IF  CK  <   >  56857  THEN   PRINT  "CHECK 

DATA  STATEMENTS  FOR  ERROR"!  STOP 
130   TEXT  1  HOME  s  PRINT  "TYPE  'BSAVE  SORT, 

A  «944A,L«1B6' " 
140   PRINT  "TO  SAVE  SORT  ROUTINE  ON  DISK" 

MQv19e3     COMPUTEI     235 


177,237,240, 165, 133, 254, 133,  255 
1A2, 0,200, 177,235, 149,0, 177 
237, 149,2,232, 192,2,208,242 
160,  0, 177, 0, 209, 2, 240, 4 
144,  135, 176, 12,200, 196,255,208 
241, 165,254,208,3,76, 19, 149 
169, 1, 133,253,160,0, 177,235 
72, 177,237, 145,235, 104,145,237 
200,192,3,208,241,166,31,202 
240,45,24, 165,235, 101,25, 133 
27, 165,236, 101,26,133,28, 165 
237, 101,25, 133,29, 165,238, 101 
26, 133, 30, 160, 0, 177,  27,72 
177, 29, 145,27, 104, 145, 29,200 
192,3,208,241,202,208,3,76 
19, 149,24, 165,27, 101,25, 133 
27,165,28, 101,26, 133,28, 165 
29, 101,25, 133,29, 165,30,  101 
26, 133, 30, 24, 144, 205, 141 , 183 


Program  2:  steps  Necessary  To  Use  Fast  Sort 

10   HIMEMs  37962 
20  D»  =   CHR«  (4) 

PRINT  DS'-BLOAD  SORT- 
INPUT  "HOW  MANY  RECORDS" J N 
DIM  A«(N> 
FOR  A  =  1  TO  N 
PRINT  "WHAT  IS  RECORD  #"A; 
INPUT  ■'  ";A*(A) 
NEXT 
90  A* CO)  =  A»(0) 
100   CALL  37962 

FOR    A    =    1    TO    N 

PRINT    A»(A> 

NEXT  Q 

END 


560 

DATA 

570 

DATA 

580 

DATA 

590 

DATA 

600 

DATA 

610 

DATA 

620 

DATA 

630 

DATA 

640 

DATA 

650 

DATA 

660 

DATA 

670 

DATA 

680 

DATA 

690 

DATA 

700 

DATA 

710 

DATA 

720 

DATA 

730 

DATA 

740 

DATA 

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ascending  or  descending;  all  related 
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put  the  entire  disk  CATALOG  on  the 
screen  at   once! 

easily  do  Year-To-Date  accumulations! 

"Dound"  formulas  to  expose  the  full 
forniLilas    in   place  on   the   screen!' 

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print   the  contents   of  a   /SS   file! 

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AND  our  EASEL  BINDER  is  so  nice  that 
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fact,  it  effectively  increases  memory  by 
letting  you  call  in  modules  from  disk  as 
needed. 

A  Tutorial  section  makes  clear  such 
features  as  PLOOKUP,  OIF,  PNA,  (3ERR0R, 
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create  your  own  menu-driven  modules  which 
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236    COMPUH!    M^jyl^Jaa 


64  Odds  And  Ends 


David  Martin 


Here  are  a  few  interesting  tidbits  about  the  64. 

•  Warm  Start  By  SYS  64738  ! 

This  handy  little  number  will  help  save  your 
power  switch.  However,  if  the  system  crashes  or 
locks  up,  you  will  have  to  power  down. 

•  List  Terminator  i 

This  feature  will  keep  others  from  viewing  your 
program  after  it's  run.  To  disable  the  list,  add  to 
your  program  POKE  775,200.  To  restore  the  list 
feature,  use  POKE  755,167. 

•  STOP  Key 

POKE  808,239  turns  the  STOP  key  off. 
POKE  808,237  turns  the  STOP  key  on. 

•RUN/STOP  And  RESTORE  Key  Terminator    | 

POKE  808,225  disables  these  keys;  however,  it 
changes  the  appearance  of  the  program  listing 
(this  does  not  affect  the  program  run).  POKE 
808,237  restores  both  keys  to  normal. 

•  Keyboard  Killer 

POKE  649,0  turns  the  keyboard  off, 
POKE  649,10  turns  the  keyboard  on. 

•  Save  And  List  Destroyer 

The  saving  and  listing  of  your  program  can  be 
prevented  by  killing  the  STOP  and  RESTORE 
keys.  To  do  this,  add  POKE  808,225:POKE  818,32 
to  your  program.  To  go  back  to  normal,  type  POKE 
808,237:POKE  818,237.  Note:  POKE  808',225  has  a 
side  effect  -  it  messes  up  the  system  clock. 


•  IVIagic  l\1erge 

"Magic  Merge"  will  work  on  the  64,  if  you  use 
the  VlC-20  method. 

"Magic  Merge"  is  a  technique  described  by 
Jim  Butterfield  (COIMPUTE!,  June  1982)  that  lets 
you  combine  lines  from  one  program  with 
another.  Here  is  a  condensed  set  of  instructions: 

To  prepare  the  lines  you  want  to  merge: 

1.  Insert  a  blank  tape,  rewind,  and  then  type: 
OPEN  1,1,1, "PROGNAME":CMDl:LIST 
("PROGNAME"  is  a  name  for  your  program) 

2.  When  the  tape  stops  and  'READY'  comes 
back,  enter:  PRlNT#l:CLOSE  1 

3.  After  the  tape  stops,  you  can  remove  it. 

To  merge  with  a  program  in  memory; 

1.  Put  the  "merge  tape"  in  the  tape  unit. 

2.  Enter:  POKE  19,l:OPEN  1 

3.  After  'READY'  comes  back,  clear  the  screen 
(SHIFT-HOME). 

4.  Press  exactly  three  cursor-downs. 

5.  Enter: 

PRINTCHR$(19)  :POKE198,l:POKE631,13:POKEl53,l 

6.  The  tape  will  finally  stop  with  an  error 
message.  Ignore  the  error,  and  enter  CLOSE 
1. 

7.  The  lines  are  now  merged,  magically.       © 


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rutav1<J83     COMPUTE!     237 


Atari  Times 


B  B  Garrett 


Kiioiviii^^  how  much  tiiitc  Ihe  Atari  needs  to  perform 
specific  opcnitio)is  cnn  help  you  speed  up  nntiiiiig  times 
for  BASIC  progrnuis.  Here  are  the  durations  of  various 
operations,  along  with  suggestions  for  fixing  the  most 
time-consinniiig  ones. 


Most  people  who  purchase  a  home  computer  do 
so  for  a  long  list  of  practical  reasons  beyond  the 
fact  that  computers  are  great  fun.  Mv  own  list 
included  the  preparation  of  color  slides,  a  modest 
amount  of  word  processing,  and  some  fairly  heavy 
number  crunching  in  connection  with  my  research 
in  theoretical  solid  state  chemistry. 

Because  of  its  excellent  color  graphics,  very 
good  keyboard  feel,  and  relatively  fast  1.8  MHz 
clock  rate,  the  Atari  800  was  my  choice. 

After  using  the  computer  for  all  those  other 
things  for  a  few  months,  it  came  time  to  make  the 
machine  earn  its  keep  by  doing  a  big  repetitive 
calculation.  I  won't  drag  you  through  the  details 
of  that  computation,  but  the  size  of  the  problem  is 
illustrated  by  the  fact  that  four  deep  nested  loops 
with  indices  ranging  up  to  40  were  required.  This 
meant  about  a  million  passes  through  the  inner 
loop  where  several  calculations  and  a  couple  of 
comparisons  were  necessary. 

My  original  BASIC  program  would  still  be  run- 
ning today,  if  it  had  been  turned  loose  on  the  full 
problem.  1  needed  to  optimize  the  program  or 
develop  a  machine  language  subroutine  to  get  the 
calculation  done  in  a  reasonable  time.  In  any  case, 
a  knowledge  of  the  execution  times  for  specific 
operations  was  required  to  make  intelligent  pro- 
gramming decisions.  Let's  examine  some  of  the 
facts  and  myths  about  speeding  up  program  run- 
ning times  in  Atari  BASIC. 

Taking  A  Hard  Look 

In  the  problem  1  have  been  discussing,  an  overall 
time  reduction  of  66  percent  was  accomplished 
without  resorting  to  machine  language.  These 
savings  were  achieved  by  utilizing  every  speedup 
hint  1  had  ever  encountered.  Many  of  these 
changes  were  tedious  and  ineffective,  but  others 
obviously  worked.  Examining  the  actual  time 
savings  proved  that  a  systematic  approach  to  faster 
BASIC  programs  was  called  for. 

238    COHPUTI!     May  1963 


The  most  important  idea  is  to  spend  your 
time  where  the  program  is  spending  its  time. 
There  is  little  value  in  clipping  a  few  milliseconds 
off  a  section  of  the  program  which  is  traversed 
only  once  or  twice.  It  also  helps  if  programs  are 
laid  out  from  the  start  with  fast  execution  in  mind. 
The  best  wav  to  write  faster,  more  efficient  pro- 
grams is  to  know  your  tools.  To  understand  the 
wav  BASIC  works,  one  needs  to  know: 

•  How  it  proceeds  from  statement  to  state- 
ment and  line  to  line, 

•  How  it  branches  and  sets  up  loops, 

•  How  it  stores  and  looks  up  variables, 
matrices,  and  strings,  and,  most  important 
for  speed, 

•  How  long  it  takes  to  perform  various 
operations. 

Lane  Winner  and  Bill  Wilkinson  have  de- 
scribed many  aspects  of  Atari  BASIC  recently  in 
very  informative  articles.  These  articles  give  a 
clear  description  of  the  first  three  items  above. 
Briefly,  BASIC  lines  arc  stored  sequentially  in 
memory  beginning  with  line  numbers  and  the 
number  of  bytes  offset  to  the  next  line.  The  offset 
to  the  next  statement  precedes  each  tokenized 
BASIC  statement.  Tokens  are  one-byte  identifiers 
of  commands,  variables,  etc.,  which  serve  as  offset 
addresses  in  appropriate  tables.  Command  and 
syntax  tables  guide  the  interpretation  of  the  state- 
ment. A  matrix  or  string  would  be  tracked  from 
the  variable  name  table  through  the  variable  value 
table  to  the  string  array  table.  Branch  destination 
lines  are  found  by  sequentially  comparing  line 
numbers  from  the  beginning  of  the  program  each 
time  the  branch  is  made.  Return  line  numbers 
and  statement  offsets  are  saved  on  a  last-in,  first- 
out  runtime  stack. 

The  main  focus  of  this  article  is  on  the  time 
required  to  perform  a  specific  operation  in  Atari 
BASIC.  This  information  should  allow  a  program- 
mer to  make  better  choices  to  increase  speed. 

Before  looking  at  BASIC  operation  times, 

let's  review  the  kinds  of  advice  about  speeding 
up  programs  which  have  been  published  in  vari- 
ous places.  Such  advice  falls  into  three  categories: 

A.  Choose  the  most  efficient  program  logic 
for  the  task  at  hand. 


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GLOW   MASTER  29.99 

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CORF  39. 9S 

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21-95 
21.95 
21.95 
21.95 
21,95 
64-49 
2T.95 
13.95 
21  .95 
14.49 
14.49 
34.49 
14.49 
24.49 
21-95 
21,95 
1D9.95 
144.95 
21,95 
B9.95 
21,95 
14.4V 
24.49 
27,95 


MASTER    TYPE  iq.-j^  27.95 

MAURAUDER  i4.95  24.49 

MAK/feb    (WITH    0£/A*>  HO. 00  54.9^ 

MICRCPAlHTER  34.95  24.49 

MINER    2Q49'ER-WJM  49.95  14.49 

MISSILE    CQiWWKD-RC«  14.95  26.49 

MCwSTgft   MAZE-ROM  i9,95  37.95 

HOOW    BASE    ro  29.95  21.95 

MOON    SHUTTLE  19.95  27,95 

MOgSKATTACr  14.95  24.49 

MUSIC    BOX  29,95  21.95 

Mt    FIRST    ALPHABET  14.95  24.95 

NAUTILUS  14,95  24.49 

NEXAR-HOM  14-95  24.95 

NUMBER   CRUNCH-RDM  39.95  27.95 

ODIN  49.95  14.49 

OS-A*    4    BASIC   A-*-  UO.QO  54.9b 

PAC   MAN-HOM  44,95  31.95 

PACIFIC   COAST   aiGHMAY  39.95  21.95 

PAGE   6  34.9^  24.49 

PATHFIKOEP  34.95  24.49 

PICKNICE    PARANOIA  34.95  24.49 

PIC    PEK  29,95  21.95 

PlHBALL  29,95  21 .95 

PLATTER   MANIA-ROM  39,95  27.95 

P.M. ANIMATOR  14.95  24-49 

POKJER-S.A.H.  24.49  17,95 

POOL    1.5  34.95  24.49 

POOL   400-ROH  39.95  27.95 

PREPARIW;   FOR   THE   SAT  139-95  99.95 

PRIPPIE  29-95  21.95 

PRESCHOOL    ID   ByiLOER  23,95  17.95 

PRESCHOOL    10   ttJILDER   2  23.95  17.95 

PRISM  24,95  17,95 

PROBE    I  14.95  24.49 

PROGRAMMER'S    WORKSHOP  34.95  24.49 

PROTECTOR    H  3-4.95  24.49 

OIX  44.95  31.95 

HEPTILIAM  34,95  24.49 

RASTER    BLASTER  29.95  21-95 

RHYMES   4    RIDDLES  29.95  21.95 

RICOCHET  19.95  14.95 

SAGA   *1-li;    (COST   BACHl  19.95  37.95 

SAMMY   THE   SEA    SEHPEHT  21.95  ^6-95 

SCRAM  24.95  17. gS 

SEA   DRAGOH  34.95  24.49 

SEA    POX  29.95  2J,95 

SEKTINEL    X  34-95  24.95 

SEHPESITINE  34.95  24,95 

747    LAHDIMC    SIMULATOR  22.95  16.95 

SHADOW  WORLD  14.95  24.49 

SHAHDE  34.95  24.49 

THE   SHATTERED   ALLIANCE  39,95  27.95 

SHOOTING    ARCADE  29.95  21.95 

SLIRE  14.95  24.49 

SNAKE    B-YTE  29.95  21.95 

SNAPPER  32.95  22.95 

SNEAKERS  29.95  21,95 

SKOOPER   TROOPS    •!  44.95  31-95 

SNOOPER   TROOPS    12  44.95  11.95 

SOFTWARE    AUTO-HOirrH    (SAHJ        59.95  41.49 

SPACE    EGGS  29.95  21.95 

SPACE    INVADERS-ROM  J4.95  26.49 

SPACE    SHUTTLE  29.95  31.95 

SPEED    READ    PLUS  59.95  4t.49 

SPEEDWAY    BLAST  29,95  31.95 

SPELL   WIZARD  79.95  54. y5 

STAR    BLAZER  31.95  2l,95 

STARCROS5  39,95  27.95 

STAR    RAIDERS^ROM  44.95  11.95 

STAR   WARRIOR  1^.95  27.95 

STORY    MACHINE  )4.'*5  24.49 

STRATOrt  S4.^5  24.49 

SURVIVAL    ADVENTURE  ^4.95  16.50 

SUHVIVER  34.95  J4.49 

SWimr    TACH    MASTER  29.95  21.95 

STN    ASSMaLEH  49.95  14.49 

TAI    ApVAWTAGE  59.95  42.95 


TELEaTARI  39.95      27.95 

TELECOM  69,95      49,95 

TELETALK  49.95       36,95 

TEMPLE    or    APSkAI  19-95       27.95 

TEKT  WIZARD    I  99.95      6B,9S 

THE    ADVENrjRES    OF    OSWALD  31.95        17.95 

THE    GUARDIAN    OF    CORN  14.95       34.95 

THE    MEKT   STEP  39.95      27.95 

3-D    SUPERGRAPHICS  39-95      27,95 

THRESHOLD  13.95      27.95 

TIGERS    IN   lUE   SNOW  19.95      77.95 

TIME   WISE  29.95      21.95 

TRACK   ATTACK  29,95      21.95 

TRIVIA   TREK  29.95      21.95 

TYPE   ATTACK  19.95      27.95 

TUMBLE    BUGS  29.95       21.95 

TURMOIL-ROM  34.95      26-95 

TITITI    FRUTTI  34.95       17.95 

TWERPS  14,95      24.49 

ULYSESS   b    GOU>EK    FLEECE  19,95      27.95 

UPPER    REACHES    OF    APSHAI  99.95        13.95 

VC  35.00       J7.49 

VISICALC  250.00    179.95 

WAU.    WAR  29.95      21 -95 

WARLOCK'S    REVENGE  34,95      24.49 

WAY   OUT  19.95      27.95 

WIZARD   fc    PRINCESS  32.95      22.95 

WIZARD   OP   HOR  39.95       27.95 

WORDRACE  24-95       17.49 

WORM   WAR    I-ROM  14.95       26-49 

TOUR   ATARI    COMPUTER-SOOE  It. 95       12.95 

ZAXXOH  19.95       27,95 

20RK    1  19.95       27.95 

ZORE    II  39.95       27.95 

ZORE    III  39-95      27,95 

HARDWARE 

AKDEK    COLOR    I     11*    MCM.  339.95 

ATARI     HOME   COHPUTER5  fCALL 

ATARI    NUMERIC    KEYPAD  94.95 

4  10    RECORDER  72.9b 

mo  dise  drive  424.95 

B50    INTERFACE   MODULE  169.95 

C.     irOH    PROWRITER    J  194.95 

C.     ITDH    PROWRITER    II  649.95 

C     ITOH    STAHWRITER  1325-00 

ELEPHANT   SE/SD   DISK  10/18.95 

IN    HOME    400    RCYSOARD  94.95 

INTEC    12k    ram  69.95 

INTEC   4SK    RAH  119.95 

MOSAIC   &4K    RAM   SELECT  149.95 

AJILON    I38K    RAMDISK  464,95 

HATES    SMARTHODEH    100    BD  194,95 

HAYES    SHARTNODEM    1300    BD  499.95 

K-BYTE    STICK    STAND  5.95 

LE    STICK  29,95 

NEC   a02)    PRINTER  459.95 

NEC    12-    MIRES    GREEK    SCfW  149.95 

NEC    12"    ECONO   CftEEN    SCRW  109.95 

NOVATION   J-CAT   M0DD<  109.95 

NOVATION   SMART-CAT    101  179.95 

NOVATiCW    SMART'CAT    112  429.95 

PERCOM    SS/SD/IDR       I  BUM)  419.95 

PERCOM    SS/DD/IDR      (176K)  539.95 

PERCOM   S£/D!J/2DR5    tl52KJ  859-95 

PERCOn   DS/DL/IDB      C 3i2KJ  649,95 

PEPCO«   DS/0C/2DRS    ! T04KJ  919.95 

SIGNALMAN    MK    U    MOOEM  79.95 

USI     12-    AHBZR    HONITQIt  tS9.95 

verbatim  ss/dd  disk  10/25,00 

versahriter  Graph  tablet  339.95 

WlCO    JOYSTICK  21.95 

WICO    REDBALL   JOYSTICK  24.95 

WICO    DELUKE   JOYSTICI  29.95 

WICO   TRACIUBALL  49.95 

WICO    12    FT   EKTEKSICH    CORD  6,95 


A 


Can  us...  we  can  help  I  (619)  765-0239 

P.O.  Box  1099,  2225  Main  Street  Juliaa  Calif.  92036        ATARI 


TERMS:   WE  ACCEPT  VISA/MASTEBCARD| 

iiquHliiil  >v.  shig  UPS  surface! "'"'  .ddiisi  requvfi* 
fjjipptftg  and  lundlinq  ol  morvlQis  due  to  tfieii  exCMirye  weiortl 

A..,™„,.™,„d.,,,,..u,«,u,.,,„.,,,„^,;fc„-T,r;=::;^^^^^^^^^ 


^Tn'd\'^a°S■n,a*?J'^°'®*^9V^^  f^^lL  ORDER  HOUSE  for  the  micro  computer  industry 

and  ,s  a  Cal,forn,a  corporation  nol  aff.hated  w,th  Apple  Computer  Ina    Apple  is  a  trademark  of  Appte  Computer  Inc 


B.  Don't  distract  the  machine  while  it  is  trying 
to  get  your  calculation  done. 

C.  Avoid  unnecessary  or  time-consuming 
operations,  particularly  in  loops. 

Type  A  advice  includes  selecting  the  most 
efficient  algorithm,  rewriting  heavily  revised  pro- 
grams to  eliminate  the  tangles,  and  substituting 
machine  language  for  BASIC  loops,  via  USR  sub- 
routines. Advice  in  categories  B  and  C  is  usually 
more  specific,  recommending  particular  machine 
operations  or  program  sequences. 

Turning  The  Screen  Off 

Fixes  of  type  B  might  involve  shutting  down  the 
screen  t)r  using  a  lower  resolution  graphics  display 
while  calculations  are  in  progress.  Screen  support 
in  Graphics  mode  0  occupies  31  percent  of  the 
Atari's  time,  which  may  be  saved  with  POKE 
559,0  before  entering  the  calculational  loop  and 
later  POKEing  559,34  to  get  the  display  back.  An 
additional  three  percent  saving  accrues  when  the 
display  processor  is  turned  off  by  inserting  a  one 
in  register  66  in  place  of  the  usual  zero.  The  displa  v 
processor  should  be  disabled  after  the  screen,  but 
not  before  the  next  vertical  blank  period;  wait  17 
milliseconds  (nis)  to  be  sure.  Before  the  machine 
gets  down  to  serious  computation,  all  INPUT, 
READ,  and  disk  access  operations  should  be  com- 
pleted. Removal  of  such  extraneous  activities  from 
its  workload  leaves  the  6502  free  to  crunch  your 
numbers  as  fast  as  BASIC  will  allow. 

Most  timesaving  programming  hints  are  of 
type  C.  BASIC  branches  to  a  line  number  or  re- 
turns to  a  FOR  statement  by  searching  line  num- 
bers from  the  start  of  the  program;  thus,  fret]uently 
used  destination  lines  and  loops  should  have  low 
line  numbers.  Similarly,  variables,  matrix  ele- 
ments, and  strings  must  be  looked  up  in  the  vari- 
able name  table  and  should  be  near  the  beginning 
of  the  table  if  they  are  used  often. 

GOSUBs  and  loops  remember  where  to  return 
by  saving  that  line  number  on  a  stack.  Removing 
GOSUBs  from  loops  and  placing  the  most  repeated 
loop  deepest  in  nested  loops  should  minimize 
such  stack  operations.  Calculations  may  be  need- 
lessly repeated  by  placing  them  within  a  loop.  For 
example,  multiplication  every  time  through  a 
loop  can  often  be  replaced  by  multiplying  the 
sum  once  after  the  loop  is  completed.  Most  of 
these  hints  are  based  on  a  valid  premise,  but  some 
offer  negligible  time  savings. 

Some  contradictory  admonitions  are  also  in 
circulation.  Preferences  for  both  variables  and 
constants  in  BASIC  statements  have  appeared. 
The  relative  merits  of  IF  _  THEN  _  and  ON  _ 

GOTO , , conditional  branches  are  debated 

in  letters  to  the  editor.  Some  confusion  may  de- 
velop when  the  characteristics  of  one  computer 

240     COMPUTE!     MovW83 


are  assumed  to  be  the  same  as  those  of  ant>ther. 
For  the  Atari,  constants  are  actually  marginally 
faster  than  the  equivalent  variable.  Constants  are 
ten  to  forty  times  slower  to  read  in  a  BASIC  line 
for  both  PET  and  Apple,  which  is  the  reason  why 
BASIC  games  written  for  these  machines  all  seem 
to  start  with  the  sequence,  Nl  =  1:N0  =  NI-N1: 
N2  =  N1  +  N1:....  The  construction  IF  A  THEN  _ 
which  fails  (A  =  0)  is  the  single  fastest  BASIC  op- 
eration for  all  three  machines,  but  ON GOTO 

may  be  preferred  for  the  PET  under  most 

conditions. 

Timing  Functions 

The  time  for  an  operation  in  BASIC  is  easily  de- 
termined: set  up  a  loop  to  perform  the  operation 
some  number  of  times  and  then  read  the  internal 
clock  (RTCLOK  at  18,  19,  20;  notice  that  the  order 
of  bit  significance  is  the  reverse  of  that  given  in 
Appendix  I  of  the  Atari  BASIC  Refemice  Maiimi) 
before  and  after  the  loop.  The  following  program 
does  this  timing  for  any  desired  operation  substi- 
tuted for  FUNCTION(A)  in  line  50.  Loop  overhead 
time  is  obtained  by  removing  the  f miction  from 
the  loop. 

10  REM  «*  BASIC  FUNCTION  TIMER  ** 

2  0  W=1000:DVERHEAD=1.5S3  33  333:A=-I.2 

345678<?:B  =  S'.B7654321 
30  FOR  K=l  TO  3 
40  POKE  559. 0: X=PEEK <20) +PEEK ( 19 ) * 

256 
50  FOR  1=1  TO  N: C=FUNCTIDN ( A ) : NEXT   1 
60  Y  =  PEEK  (  20> +?££!<:(  1  9)  *256:  POKE  559, 

3  4 
70  ?  (  lOOO/N)  »  (  Y-X )  /60-OVERHEAD;  "  ms, 

C  =  "  ,  C 
80  FDR  J=l   TO  1000: NEXT  J: NEXT  K 

Line  20  establishes  parameters  for  the  loop. 
The  variables  used  in  the  loop  should  have  nine 
significant  figures  because  some  functions  are 
faster  with  fewer  digits.  The  POKE  359,0  com- 
mand in  line  40  turns  off  the  TV  screen  so  that  we 
can  obtain  times  independent  of  screen  support. 
The  clock  is  read  in  lines  40  and  60  with  the  differ- 
ence printed  in  70.  The  K  loop  (lines  3[)-80)  repeats 
the  measurement  so  that  we  may  see  any  clock 
rollover  and  roundoff  effects,  and  the  J  loop  in 
line  80  allows  us  to  observe  the  results  between 
runs. 

The  time  data  in  the  table  demonstrate  that 
Atari  BASIC  operates  in  the  millisecond  time  do- 
main which  corresponds  to  a  few  thousand 
machine  cycles.  Addition  and  subtraction  require 
two  milliseconds.  Multiplication  and  division  are 
several  times  longer.  Logarithms,  exponentiation, 
trigonometric  functions,  and  square  roots  take 
about  a  tenth  of  a  second.  It  is  clear  that  we  should 
avoid  using  the  latter  functions  in  loops  whenever 
possible. 

Integer  powers  up  to  12  or  more  are  actually 
faster  by  direct  multiplication.  As  an  example. 


BASIC  Operation  Times  (milliseconds)  [a] 

Arithmetic  Functions 

A  +  B  2.0  A»B  3-12[b] 

A-B  2.1  A/B  S[c] 

SQR  99  A'B  150 

COS  Sllf]  CLOG(B)    84 

SIN  51[f]  LOG(B)       89 

ATN  79[fl  EXP(B)         76 


Assignments 


Special  Functions 


A  =  #[d] 
A  =  B[e] 

A  =  B  +  1 

A  =  A(3,3) 
A(3,3)  =  A 


1.15 
1.18 

1.5 
2.0 
4.4 
4.0 


PEEK(  ) 
POKE_,_ 
FRE(O) 
RND(O) 
ABS(  ) 
INT(  ) 
SGN(  +  ) 
SGN(-) 
ADR 


3.1 

2.5 
2.5 
9.5 
1.7 
1.8 
1.8 
2.1 
2.5 


Strings  [gl 


Graphics 


ASC  2.6 

CHR$  2.5 

LEN  2.6 

STR$  2.5 

VAL  3.7 

C$  =  B$  1.5 

C$  =  B$(I,I)  3.9 

A$(I,I)  =  B$  3,6 
C$(I,J)  =  B$(K,U     6,1 


GRAPHICS 

COLOR 

SETCOLOR 

SOUND 

PLOT 

LOCATE 

POSITION 

STICK/STRIG 


15-81 

1.1 

3.1 

2.9 

2.9 

4.7 

1.1 

2.8 


Branches  and  Loops 


line  look  up 

FOR/STEP/NEXT 

GOSUB/RETURN 

GOTO 

ONNGOTO_„ 

1F_THEN_ 

A  =  0 

A  =  #orvar. 
A 
TRAP     (set) 


0.041  ms  per  line 

1.7  (all  in  one  line)  STEP  adds  no  time 

1.7  (to  line  2,  return  to  line  4) 

(2.0  to  line  2) 

(1.2+ N) 


false 
1.4 

1.7 
0.52 

2.0 


true 

2.5 
2.9 
1.7 


LPRINT  with  no  printer    930 
A{3,4)  =  A  with  DIM  A{3,3)     3. 
GOTO  1  with  no  line  1     1.7 


X  =  USR(addr,A,B) 
(#  variables  passed: 


3.5,  4.6,  6.1 
0,    1,    2) 


[a]  Measured  with  the  screen  off  and  the  display  processor 
on;  multiply  by  1.45  to  get  normal  graphics  mode  0  time. 

[b]  Multiplication  time  varies  from  3.1  to  12.3  ms  depending 
on  the  sum,  S,  of  digits  in  the  multiplier  only.  T(ms)  =  2.99  + 
.1154*5  (see  text). 

[c]  Division  takes  8+/-2  ms  with  rare  extremes  of  5.3  and 
12.3  ms. 

[d]  #  means  1.23456789  was  entered  in  the  BASIC  statement, 
le]  All  Atari  BASIC  functions  require  0.035  ms  longer  to  get  a 
variable  than  read  the  same  number  in  the  BASIC  line. 

[f]  Trig  functions  take  the  same  time  in  degree  and  radian 
modes. 

[g]  String  operations  involve  10  characters  except  as  noted. 


R2  =  X*X  +  Y*Y  +  Z*Z  takes  only  23  ms,  while  the 
more  typical  R2  =  X"2-l-Y"2-(-Z"2  requires  460 
ms.  The  SQR  function  does  offer  a  one-third 
savings  compared  to  R"{0.5),  but  0.1  second  is 
still  a  long  time. 

The  time  required  for  trig  functions  suggests 
that  it  might  be  quicker  to  cast  problems  in  a  geo- 
metric format  and  use  triangle  ratios  directly.  A 
better  solution  is  to  calculate  the  trig  functions 
separately  and  pass  the  values  to  the  loop  as  vari- 
ables. The  binary  operations  addition,  subtraction, 
and  division  show  little  effect  of  operand  order, 
digit  size,  or  the  number  of  digits. 

Multiplication  is  more  complicated  in  Atari 
BASIC.  It  depends  almost  exclusively  on  the  mul- 
tiplier, the  left  member  of  the  product  A*B.  Both 
the  number  and  magnitude  of  the  digits  in  the 
multiplier  are  important,  but  in  a  simple  way. 
The  sum,  S,  of  all  the  digits  in  the  multiplier 
determines  multiplication  time  according  to  the 
relation,  T(ms)  =  2.99 +  0.1154*5.  So,  small 
numbers  should  be  multipliers  and  larger  ones 
multiplicands. 

An  example  of  this  occurs  in  the  Timer  pro- 
gram above,  where  a  two-byte  number  is  read 
from  memory  with  the  statement: 
PEEK(20)  +  PEEK(19)*256.  This  statement  has  the 
preferred  form  because  the  most  probable  sum  of 


digits  in  an  unknown  byte  is  10  compared  to 
2  +  5  +  6  =  13  for  the  multiplicand.  This  kind  of 
information  should  allow  time  savings  every  time 
a  program  is  written. 

Looking  Up  Variables 

Something  that  doesn't  appear  in  the  table  is  the 
observability  of  differences  in  lookup  time  for 
variables.  Comparison  of  reading  times  for  vari- 
ables separated  by  35  positions  in  the  variable 
name  table  failed  to  show  any  time  differences. 
The  idea  that  a  low  position  in  the  variable  name 
table  would  yield  shorter  access  times  for  loop 
variables  is  not  borne  out  in  practice.  Another 
great  idea  ambushed  by  the  facts.  It  is  also  possible 
to  compare  read  times  for  constants  and  variables 
since  BASIC  treats  floating  point  numbers  from 
any  source  the  same  way.  Variables  require  0.035 
ms  longer  than  constants  in  all  operations. 

A  closer  look  at  the  table  indicates  that  the 
one  millisecond  time  scale  probably  represents  the 
overhead  time  associated  with  BASIC  itself.  Even 
the  functions  ABS  and  SGN,  which  interact  with 
only  the  single  sign  bit  of  a  number,  require  about 
two  ms  for  execution.  I  had  expected  that  the  more 
direct  byte  manipulations  of  memory  such  as 
PEEK,  POKE,  and  strings  would  be  very  fast  com- 
pared to  floating  point  number  juggling.  Such  is 


McYl9a3     COMPIfn>     241 


not  the  case,  as  can  be  seen  bv  comparing  the 
times  forCS  =  BS,  1.5  ms,  and  A  =  B,  1.2  ms,  where 
both  involve  ten  characters. 

Matrix  element  assignments  are  significantly 
slower  than  variable  or  string  assignments.  Cal- 
culation of  indexed  element  locations  in  the  string 
array  table  probably  accounts  for  the  extra  time  in 
both  matrix  and  substring  operations.  Atari's  spe- 
cial graphics  functions  all  proceed  with  reasonable 
alacrity. 

Even  the  GRAPHICS  command  {which  takes 
80  ms  in  mode  8)  is  not  slow,  considering  that  it 
completely  rewrites  screen  memorv.  The  principal 
use  for  speedy  graphics  functions  is  in  writing 
games,  and  one  caveat  in  this  area  is  that  the  often 
used  random  number  generator  is  quite  slow  at 
9.6  ms.  BASIC  game  designers  who  need  random 
numbers  wouki  do  well  to  prepare  a  table  outside 
the  main  game  loop. 

Probably  the  most  interesting  time-saving 
features  are  in  the  branches  and  loops  section  of 
the  table.  The  time  required  to  compare  each  line 
number  with  the  destination  line  number  is  onh' 
0.04  ms,  which  can  add  up  in  a  hurry,  or  perhaps 
I  should  say  slowly.  In  the  megapass  interior  loop 
of  the  program  mentioned  earlier,  finding  the 
FOR  statement  in  line  5  took  a  little  over  three 
minutes,  but  it  would  have  required  over  two 
hours  in  the  original  form  of  the  program.  Each  of 
the  branch  times  in  the  table  should  have  appro- 
priate line  hookup  times  added.  1  reallv  don't 
suggest  that  you  do  such  calculations,  but  rather 
that  you  realize  the  implications  and  organize 
vour  programs  accordingly. 

A  one-line  FOR/NEXt  loop  takes  1.65  ms  per 
cycle;  placing  the  NEXT  statement  in  the  following 
line  increases  the  repeat  time  to  1.71  ms.  This 
means  that  BASIC  uses  0.06  ms  to  fetch  the  next 
line.  The  savings  of  in-line  FOR/NEXT  loops  are 
small  compared  to  other  time-savers.  The 
megapass  loop  above  took  only  one  minute  per 
line  for  fetching  the  next  line  or  about  one  percent 
of  the  total  loop  time.  Inclusion  of  a  STEP  in  the 
FOR/NEXT  counter  adds  no  time  because  the  step 
is  ahoays  there,  with  a  default  value  of  one. 

Fast  GOSUBs 

As  the  table  shows,  a  GOSUB-RETURN  sequence 
takes  less  time  than  a  GOTO.  This  is  unexpected. 
Particularly  in  view  of  the  fact  that  branches  with 
returns  (GOSUBs)  must  first  leave  their  intended 
return  address  on  a  "stack"  in  the  computer,  for 
later  reference.  I  suspected  some  sort  of  error  in 
at  least  one  of  these  measurements,  but  several 
more  measurements  in  different  program  envi- 
ronments gave  consistent  results.  Why?  Anyone 
know? 

The  conditional  branch  commands  ON  — 
GOTO  _, , and  IF  _  THEN  _  vary  in  time 

242     COMPUTI!     MavWSa 


requirements  depending  on  the  wav  they  are 
used.  "The  road  not  taken"  with  A  =  0:1F  A  THEN 

is  the  quickest  thing  BASIC  can  do  (or  not  do), 

taking  0.52  ms  on  the  Atari.  This  quick  test  could 
be  very  useful  in  determining  when  to  leave  a 
many-pass  loop  because  it  is  so  much  faster  than 
anything  else.  The  IF  construction  is  faster  than 

ON GOTO for  simple  decisions,  but  the 

latter  is  superior  to  a  sequence  of  IF  statements 
for  multiple  branches. 

It  is  also  worth  noting  that  the  more  frequently 
chosen  destinations  should  be  moved  to  the  front 
of  the  GOTO  list  because  each  position  costs  one 
ms  per  branch.  The  TRAP  statement  is  included 
among  conditional  branches  because  that's  what 
it  is,  and  because  it  is  occasionally  used  to  make 
exit  decisions  in  loops.  The  time  required  for  trap 
branching  is  essentially  the  time  needed  to  try  the 
operation,  establish  an  error  condition,  then 
branch.  The  fastest  trap  I've  found  is  to  GOTO  a 
nonexistent  line  0.  TRAP  is  useful  to  test  whether 
a  disk  drive  or  printer  is  on-line,  but  these  opera- 
tions can  take  many  seconds  before  an  error  is 
established. 

USR  Times 

The  last  entry  in  the  table  is  the  USR  function 
which  calls  a  machine  language  subroutine  and 
passes  variables  to  the  subroutine.  BASIC  converts 
the  floating  point  variables  into  two-byte  integers 
and  leaves  them  in  designated  memory  registers. 
The  three  times  listed  correspond  to  passing  none, 
one,  or  two  variables.  The  subroutine  tested  here 
performed  the  housekeeping  required  by  USR 
(clearing  the  processor  stack)  and  returned. 

Minimum  time  for  machine  language  inter- 
facing is  over  three  ms;  thus,  USR  calls  will  not  be 
an  effective  way  to  accomplish  isolated  operations 
quickly.  A  better  approach  would  be  to  construct 
entire  loops  or  functions  which  can  take  advantage 
of  machine  language  speed,  particularly  integer 
arithmetic,  without  repeated  returns  to  BASIC. 

Adding  It  All  Up 

When  I  first  needed  to  know  how  long  the  Atari 
takes  to  do  things,  I  was  surprised  that  such  data 
had  not  already  been  published.  After  taking  the 
measurements,  I  find  it  much  easier  to  under- 
stand. The  results  often  vary  in  different  program 
environments,  and  complete  definition  of  "pro- 
gram environment"  is  not  easy.  Even  so,  the  rela- 
tive times  for  alternative  operations  should  be 
consistent  in  other  situations.  You  should  be  able 
to  make  better  programming  choices  from  the 
data  presented  here.  A  number  of  general  obser- 
vations about  Atari  BASIC  are  worth  repeating: 

•  Nothing  much  happens  in  less  than  1.2  ms. 

•  Constants  are  faster  than  variables,  but  not 
enough  to  get  excited  about. 


•  Multiplication  is  a  complicated  affair  in 
which  we  want  to  put  the  least  first. 

•  Logs,  roots,  trigs,  and  powers  take  a  while. 

•  Despite  their  simplicity,  strings  are  slower 
than  floatingpoint  numbers. 

•  Access  times  for  matrix  elements  and  sub- 
strings are  much  longer  than  variables  and 
whole  strings. 

•  Lookup  times  within  the  variable  name 
table  and  variable  value  table  were  too  short 
to  measure. 

•  Runtime  stack  operations  don't  appear  to 
be  very  time-consuming. 

•  Calling  the  next  line  costs  only  0.06  ms 
which,  by  itself,  isn't  enough  to  justify  line 
packing. 

•  Special  number  modes  such  as  degrees, 
radians,  and  scientific  notation  have  no 
measurable  effect  on  operation  times. 

•  The  single  most  effective  time-saver  is  to 
turn  off  the  screen. 

Programs  should  be  organized  to  isolate  the 
most  time-consuming  parts  so  that  special  atten- 
tion is  needed  only  in  these  sections.  The  entry 
routine  placed  at  the  back  of  the  program  should 
take  care  of  program  setup,  including  all  input, 
disk  access,  and  other  slow  interactive  processes. 

The  main  routine  may  have  large  parts  which 
are  not  repeated  and  use  little  time.  The  time- 
consuming  parts  should  be  moved  to  the  front  of 
the  program  as  a  subroutine  and  carefully  op- 
timized using  the  timing  information  in  this  article, 
line  packing,  or  anything  else  that  leads  to 
maximum  efficiency.  The  latter  part  of  the  main 
routine  cleans  up  after  the  fast  subroutines  and 
delivers  the  results  to  an  output  routine  which 
displays  and  prints  them. 

If  the  program  is  interactive  and  includes 
frequent  reruns,  then  reentry  points  which  take 
advantage  of  the  original  setup  should  be  pro- 
vided. The  sequence  in  the  program  listing  will 
be  (1)  branch  to  entry,  (2)  optimized  subroutines, 
(3)  main  routine,  (4)  output,  and  (5)  entry.  I  seldom 
succeed  in  preparing  a  program  in  this  manner 
from  the  beginning,  but  reorganization  with  these 
goals  in  mind  is  very  effective. 

References 

D.  T.  Pieie,  "Prime  Time,"  Creative  Cvniptititi'^  8,  June 

1982,  p.  107. 
Ed  Stewart,  "Unleash  the  Power  of  Your  Atari  CPU," 

COMPUTE1,  April  1981,  p.  102. 
Bill  Wilkin.son,  "Insight:  Atari,"  COMPUTE!,  January  - 

May  1982. 
Lane  Winner,  "The  Atari  Tutorial  Part  6:  Atari  BASIC," 

Byte,  February  1982,  p.  91,  and  De  Re  Atari,  chap. 

10,  Atari,  Inc.,  1981.  © 


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Versatile  Data 
Acquisition  Witli  VIC 


Doug  Horner  end  Stan  Klein 


This  simple  itiethod  of  adjusting  the  VlC's  internal  jiffy 
clock  can  slow  it  down  to  match  your  tinting  )!ceds 
making  possible  "variable  speed"  machine  language 
subroutines.  You  can  save  a  good  amount  of  money  by 
transforming  a  VIC  into  this  special-purpose  tool.  You 
can  even  use  this  to  speed  up  games. 


Home  computers  are  finding  their  "homes"  in 
labs,  more  and  more  frequently.  Their  flexibility 
and  low  cost  make  them  excellent  substitutes  for 
more  expensive  special  equipment.  One  common 
use  is  as  a  data  acquisition  device.  Data  acquisition 
systems  monitor  and  record  informahon  on  ex- 
periments in  progress.  For  example,  a  chemist 
may  use  a  special  electrode  to  measure  the  con- 
centration of  a  particular  component  in  a  chemical 
solution.  As  the  concentration  changes,  the 
electrode  sends  a  varying  voltage  to  an  analog-to- 
digital  converter.  The  converter  changes  the  vol- 
tage signal  to  binary  data  which  can  be  recorded 
and  stored  for  later  analysis. 

To  log  the  data,  the  chemist  could  use  a 
special-purpose  data  acquisition  system  perhaps 
costing  thousands  of  dollars  and  useful  only  for  a 
particular  type  of  experiment.  On  the  other  hand, 
a  microcomputer  could  be  programmed  to  perform 
the  same  function.  Moreover,  to  perform  another 
type  of  experiment,  the  chemist  need  only  modify 
the  program  instead  of  buying  new  equipment. 
When  the  data  is  stored,  the  computer  might  also 
be  useful  in  analyzing  it. 

Surprisingly  Simple 

There  is  a  surprisingly  simple  method  for  con- 
verting the  VIC  into  a  data  acquisition  system.  A 
good  acquisition  system  is  based  on  a  clock  which 
uses  interrupts  to  sample  the  user  port  at  adjust- 
able, fixed  intervals.  Data  acquisition  software  is 
usually  complicated  because  you  must  worr}^ 

244    COMPimi    May  1983 


about  interrupts  generated  from  the  jiffy  clock. 

A  simpler  scheme  is  to  append  the  data  ac- 
quisition routine  to  the  front  of  the  interrupt  ser- 
vice routine  which  is  already  functioning  in  con- 
nection with  the  jiffy  clock.  Every  16.667  mil- 
liseconds, VIC  interrupts  whatever  it  is  doing  to 
look  at  the  keyboard  and  update  the  jiffy  timer. 
Here's  how  to  attach  your  own  program  to  the 
jiffy  service  routine  and  how  to  set  the  jiffy  clock 
to  any  rate  of  data  acquisition. 

To  change  the  number  of  interrupts  per  sec- 
ond, just  POKE  different  numbers  into  the  low 
timer  latch  (37158)  and  the  high  timer  latch  (37159). 
Under  normal  operating  conditions,  these  bytes 
are  loaded  with  137  in  the  low  latch  and  66  in  the 
high  latch.  An  interrupt  is  generated  and  the 
latches  are  reloaded  into  the  counters  whenever 
the  counters  are  decremented  to  zero.  The  number 
of  cycles  between  interrupts  is  two  cycles  greater 
than  the  number  in  the  latches. 

You  might  expect  the  counter  to  be  loaded 
with  16667  less  two,  since  the  normal  interrupts 
are  every  1/60  of  a  second;  but  66*256  +  137  =  17033 
rather  than  16665.  This  means  simply  that  the  "1 
MHz"  counter  decrements  at  1.022*10''  Hz,  not  at 
an  even  rate  of  1.00*10*'  Hz.  So,  to  make  the  jiffy 
clock  interrupt  at  a  rate  different  than  the  normal 
1/60  per  second,  just  multiply  the  desired  number 
of  microseconds  per  interrupt  by  1.022  and  sub- 
tract two  from  that  number.  Example:  for  a  mil- 
lisecond interrupt  (1000*1. 022)-2=  1020,  so  you 
would  POKE  3  into  the  high  byte  at  location 
37159,  and  252  into  the  low  byte  at  location  37158 
(3*256 -I- 252  =  1020) -and  now  you  have  an  inter- 
rupt every  millisecond. 

There  are  limits  to  this  method  of  changing 

the  jiffy  clock  to  produce  varied  interrupts.  At  the 
slow  end,  the  largest  number  that  could  be  loaded 
is  $FFFF,  or  65535.  For  the  longest  time  interval 


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Interruptions  Can 
Make  Your  Games 
Run  Faster 

Ottis  Cowper,  Technicol  Editor 

This  is  a  very  powerful  programming  tech- 
nique, the  interrupt  driven  subroutine,  which 
has  a  much  wider  range  of  applications  than 
merely  gathering  data  from  the  user  port. 
For  example,  how  would  you  like  your  com- 
puter to  handle  two  jobs  at  once?  Actually, 
the  6502  microprocessor  is  a  sequential  device 
and  can  only  do  one  operation  at  a  time,  but 
the  VIC's  hardware  interrupts  occur  so  fre- 
quently (60  times  per  second)  that  a  machine 
language  interrupt  routine  can  appear  to 
work  concurrently  with  BASIC. 

A  Demonstration 

As  a  demonstration,  make  the  additions  and 
changes  shown  in  Program  1  to  the  program 
in  the  article.  (This  demonstration  is  for  the 
uncxpanded  VIC  and  requires  a  joystick. 
Remove  or  disable  any  expansion  modules.) 
Since  the  DATA  statements  contain  a 
machine  language  routine,  they  iriiist  be 
typed  in  exactly  as  shown.  Be  sure  to  save  a 
copy  of  the  program  before  you  RUN  since 
an  error  in  an  interrupt  routine  almost  always 
causes  your  system  to  lock  you  out.  For  those 
interested  in  the  operation  of  the  routine, 
a  disassembly  of  the  code  is  provided  in 
Program  2. 

When  you  RUN  the  program,  you 
should  see  a  bar  appear  in  the  center  of  the 
screen.  Try  moving  your  joystick  left  and 
right  and  notice  how  smoothly  the  bar  moves. 
Type  in  a  new  value  for  the  high  and  low 
bytes  of  the  timer.  Higher  timer  values  slow 
down  the  bar  movement;  lower  values  speed 
it  up.  Compare  this  to  the  slow  and  jerky 
movement  you're  used  to  in  BASIC,  and 
imagine  how  an  interrupt  joystick  or  charac- 
ter movement  routine  would  improve  your 
favorite  game. 

The  main  point  is  that  the  joystick 
reading  and  bar  movement  are  totally  inde- 
pendent of  BASIC.  To  prove  this  to  yourself, 
hit  the  STOP  key.  You'll  see  the  message 
BREAK  IN  35.  The  BASIC  program  has 
ended,  but  the  interrupt  routine  is  not  af- 
fected. The  bar  movement  continues  as 
before.  To  disable  the  routine,  hit  the  RUN/ 
STOP  and  RESTORE  keys  at  the  same  time. 


How  To  Add  It  To  Your  Programs 

Here  is  the  procedure  for  adding  an  interrupt 
driven  routine  to  your  BASIC  program  (ex- 
ample lines  from  the  program  given  in  the 
article  are  noted  in  parentheses): 

1.  Reserve  room  for  the  new  routine 
somewhere  in  memory  (line  10). 

2.  Load  the  machine  language  code  into 
the  protected  area  (line  15). 

3.  Disable  interrupts,  load  the  address 
(known  as  the  "interrupt  vector")  of  the 
new  routine  into  locations  788  and  789, 
and  re-enable  interrupts  (line  20). 

4.  If  necessary,  modify  the  speed  of  the 
interrupt  routine  by  adjusting  the  rate  of 
the  jiffy  clock  (line  30). 

5.  It  is  absolutely  essential  that  the  ap- 
pended interrupt  routine  end  with  a 
JuMP  to  the  normal  ROM  interrupt 
handling  routine  (for  the  VIC,  this  would 
be  JMP  $EABF). 

Program  1:  Demonstration  Program 

11  PRINT" {clear}" 

1 2  FORI=38400TO38905 : POKEI , 0 : NEXT 

13  POKE  1,8:POKE2,10 

14  FORI=0TO2:POKE7909+I,160:NEXT 

15  FORZ=0TO69:READQ:POKE( 28*256+2), Q:NEXTZ 

22  DATA  166,1,164,2,169,127,141,34,145,173 

23  DATA  31,145,41,16,240,26,173,32,145,41 

24  DATA  128,208,35,192,21,240,31,169,32,157 

25  DATA  220,30,232,200,169,160,153,220,30,24 

26  DATA  144,16,224,0,240,12,169,32,153,220 

27  DATA  30,202,136,169,160,157,220,30,134,1 

28  DATA  132,2,169,255,141,34,145,76,191,234 
3  5  GOT03  5 

Program  2:  Disassembly  Of  Mactiine 
Language  Routine  In  Program  1 


1C00 
1C02 

1C04 
1C06 
1C09 
1C0C 
1C0E 
1C10 
iC13 
1C15 
1017 
1C19 
ICIB 
ICID 
1C20 
102 1 
1C22 
1C24 
1C27 
1C28 
1C2A 
1C2C 
1C2E 
1C30 
1C33 
1C34 
1C35 
1C37 
1C3A 
1C3C 
1C3E 
1C40 
IC43 


A6  01 

A4  02 

A9  7F 

80  22 

AD  IF 

29  10 

F0  lA 

AD  20 

29  80 

D0  23 

C0  15 

F0  IF 

A9  20 

9D  DC 
E8 
C8 

A9  A0 

99  DC 
18 

90  10 

E0  00 

F0  00 

A9  20 

99  DC 
CA 
88 

A9  A0 
9D  DC 

36  01 

84  02 

A9  FF 
8D  22 
4C  BF 


LDX 
LDY 
LDA 

91  STA 

91  LDA 
AND 
BEQ 

91  LDA 
AND 
BNE 
CPY 
BEQ 
LDA 

IE  STA 
I  MX 
I  NY 
LDA 

IE  STA 
CLC 
BCC 
CPX 
BEQ 
LDA 

IE  STA 
DEX 
DEY 
LDA 

IE  STA 
STX 
STY 
LDA 

91  STA 

EA  JMP 


$01 
$02 

#?7F 

$9122 

?911F 

#S10 

S1C2A 

$9120 

#$80 

51C3A 

*$15 

$1C3A 

#520 

SIEDC.X 


#?A0 
51EDC,Y 

S1C3A 

*500 

$IC3A 

#S20 

$1EDC,Y 


#?A0 

$1EDC,X 

?01 

$02 

#$FF 

$9122 

?EABF 


246     COMPUTl!     Moyl'Sa 


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between  interrupts,  the  number  of  microseconds 
would  be  (65535  +  2)/]. 022  =  64126.  The  fast  end 
limit  is  set  by  the  percent  of  time  remaining  for 
BASIC.  This  percent  is  derived  by  (L-IR);(L  +  2), 
where  L  is  the  number  POKEd  in  the  timer  latch 
described  above,  and  IR  is  the  number  of  cycles 
taken  up  by  the  unmodified  interrupt  service 
routine. 

There  are  approximately  220  cycles  in  the 
unmodified  interrupt  service  routine;  thus,  if  the 
number  POKEd  into  the  timer  approaches  220, 
there  will  be  no  time  available  for  anything  other 
than  attending  to  the  interrupt  service  routine. 

Here's  how  to  add  your  own  machine  lan- 
guage routine  to  the  jiffy  clock  service  routine. 
Normally,  when  the  decrementing  counter  hits 
zero,  the  operation  is  transferred  to  the  interrupt 
service  routine  whose  beginning  address  (SEABF) 
is  stored  in  788  and  789  ($0314  and  $0315).  By 
changing  the  address  in  788  and  789,  you  can  tell 
VIC  to  do  additional  instructions  in  machine  lan- 
guage and  then  go  to  SEABF  to  run  the  normal 
service  routine. 

To  change  the  address  in  788  and  789,  you 
must  disable  the  interrupt  enable  register  for  the 
jiffy  clock  to  allow  the  number  in  these  locations 
to  be  changed.  POKEing  location  37166  with  128 
wdll  disable  the  interrupt;  after  the  addresses  in 
788  and  789  have  been  changed,  POKEing  location 
37166  with  192  will  enable  the  interrupts  again. 
Here's  a  sample  program: 

10  POKE52,28:POKE56,28:REM  SETTING  UPPER  ~ 

BOUNDARY  FOR  BASIC 
15  FOR  Z=0  TO  9:READ  Q: POKEC 28*256+2} , Q:N 

EXT  2: REM  MACHINE  PROGRAM  IN  PAGE 
28 

20  POKE3  7166,128:POKE788,0:POKE789,28:POK 

£37166,192 

21  REM  LINE  20  CAUSES  THE  INTERRUPT  TO  NO 

W  GO  TO  PAGE  28 
25  DATA  173,16,145,157,0,29,232,76,191,23 
4 

30  INPUT"LOW":Nl: INPUT"HIGH" r N2 :POKE371S8 

,N1:P0KE37159,N2 

31  REM  LINE  30  CHANGES  THE  TIMING  OF  THE  ~ 

INTERRUPT 

The  machine  language  program  in  line  25  disas- 
sembles to: 

ICOO  LDA  S9110;  Get  data  from  user  port 

1C03  STA  $1D00,X;      Store  data  in  page  29  ring  buffer 
1C06  LNX;  Increment  pointer  for  ring  buffer 

1C07  JMP  SEABF;         Jump  to  normal  jiffy  service 
routine 

This  program  can  be  used  as  a  guide  for  set- 
ting up  the  jiffy  clock  for  timed  data  acquisition. 
One  additional  consideration  in  terms  of  the  per- 
cent of  time  left  for  BASIC:  the  above  program 
has  added  an  additional  fourteen  cycles  which 
must  be  added  to  the  IR  variable.  Exercise  caution 
if  data  is  to  be  gathered  at  faster  than  half- 
millisecond  intervals.  C 

248    COMPUTi!     Ma¥l9B3 


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Optimizing  PET  Speed 


Michael  W.  Schaffer 


Careful  numbering  of  program  lines  in  Commodore 

Upgrade  and  4.0  BASIC  can  improve  the  execution 
speed  ofGOTOs  and  GOSUBs.  This  technique  is  not 
applicable  to  the  VIC-20,  but  the  VIC  is  quite  fast  with- 
out it. 


You  can  improve  the  efficiency  of  certain  GOTOs 
and  GOSUBs  in  your  programs.  The  technique, 
though  simple,  is  apparent  only  if  you  look  at  a 
disassembly  of  the  BASIC  ROM  {it's  at  hex  B830 
in  4.0  ROMs). 

The  major  overhead  in  the  execution  of 
GOTOs  and  GOSUBs  is  the  time  taken  by  BASIC 
to  find  the  line  number  you  are  going  to  (the  target 
line  number).  To  start  the  search,  BASIC  first  com- 
pares the  high-order  byte  of  the  target  line  number 
to  the  high-order  byte  of  the  current  line  number. 
If  the  target  high  byte  is  larger,  then  BASIC  starts 
to  search  at  the  next  line  of  the  program.  Other- 
wise, BASIC  starts  the  search  at  the  beginning  of 
the  program. 

Notice  that  BASIC  only  compares  the  high 
byte  of  the  line  numbers:  small  jumps  forward 
may  still  be  searched  for  from  the  beginning  of 
the  program.  By  carefully  numbering  the  lines  of 
your  program,  you  can  avoid  this  waste  of  time. 
The  rule  for  this  is  simple: 

Minimum  target  line  number  =  256*{INT(current 
linc#/256)4-l) 

In  a  test  program  of  100  lines  followed  by  a 
forward  GOSUB,  the  speed  of  100  executions  of 
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numbering  the  GOSUB  as  shown  above.  The 
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the  length  of  your  program  and  the  position  of 
the  GOTO  or  GOSUB  in  the  program,  but  can  be 
significant,  especially  in  user-interactive  routines. 

Program  1: 

Non-optimized  GOSUB  And  Sample  Run 

100  REM  NOTICE  THAT  THE   HIGH  BYTES  ARE  EQ 

UAL 
250  T0=TI:FOR  1=1  TO  100:GOSUB  255:NEXT:PR 

INT"NON-OPTIMIZED"; (TI-T0) : END 
255  RETURN 

NON-OPTIMIZED  63 


Program  2: 

Optimized  GOSUB  And  Sample  Run 

100  REM  NOTICE  THAT  THE   HIGH  BYTES  ARE  NO 

T  EQUAL 
250  T0=TI:FOR  1=1  TO  100:GOSUB  255;NEXT:PR 

INT"0PTIMI2ED"; (TI-T0) : END 
2  56  RETURN 

OPTIMIZED  19  © 


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Mav1Q63     COMPimi     249 


Tl  BASIC  One-Liners 


Michoel  A  Covington 


The  Tl  BASIC  DEF  statement  can  become  a  powerful 
tool  in  your  programmer's  bag  of  tricks.  Here's  how  to 
use  it. 


If  you've  been  programming  in  BASIC  for  any 
time  at  all,  you've  surely  come  across,  and  used, 
some  of  the  built-in  functions  that  the  language 
provides,  such  as  INT,  SIN,  COS,  TAN,  ATN, 
and  LOG.  But  did  you  know  that  you  can  use  the 
DEF  statement  to  create  functions  of  your  own? 
Defining  your  own  functions  lets  you  type  a  com- 
plicated formula  only  once,  and  it  allows  you  to 
build  complex  functions  out  of  simple  ones  in  a 
most  efficient  way. 

Suppose,  for  instance,  that  your  LOG  func- 
tion gives  you  natural  (base  c)  logarithms,  and 
you  want  base  10  logarithms.  (If  you're  not  sure 
which  you've  got,  type  PRINT  LbG(lO)  -  if  the 
answer  is  1,  you're  in  base  10,  and  if  it's  about 
2.3026,  you're  in  base  c.)  You  can  convert  base 
e  logarithms  to  base  10  by  dividing  them  by 
2.302585093,  so  one  of  the  options  open  to  you  is 
obviously  to  write  LOG(X)/2. 302585093  (or  what- 
ever) every  time  you  need  a  base  10  log.  But  there's 
an  easier  way. 

Creating  Functions 

To  create  your  own  function  -  let's  call  it  LOGIO, 
though  some  computers  may  insist  that  you  name 
it  something  like  FNL  -  just  include,  early  in  your 
program,  a  statement  like  this: 

10  DEF  LOGIO  (X)  =  LOG(X)/2.302585093 

From  then  on,  you'll  be  able  to  use  the  new 
function  LOGIO  to  get  base  10  logarithms.  Try  it 
out  with  a  program  something  like  this: 

10  DEF  LDSIO (X ) =LDS ( X) /2. 3025S5O93 

20  FOR  1=1  TO  lO  STEP  0.1 

30  PRINT  I,L0610(I) 

40  NEXT  I 

and  compare  the  results  against  a  table  of 
logarithms. 

The  DEF  statement  is  different  from  most 
BASIC  statements  in  that  it  can't  refer  to  variables. 
(The  X  in  it  -  it  could  be  any  variable  name  -  is 
used  only  as  a  placeholder  for  the  number  within 
the  parentheses;  it  is  completely  separate  from 
any  variable  named  X  that  you  may  use  elsewhere 
in  the  program.)  You  can  refer  only  to  numbers  or 

250     COMPUIt!     MavW83 


other  functions.  Some  computers  require  that  the 
name  of  the  function  be  three  letters  and  that  the 
first  two  be  FN  -  FNA,  FNB,  FNL,  and  so  forth  - 
although  the  TI-99,  and  many  other  microcom- 
puters, allow  you  to  name  functions  with  the  same 
type  of  names  you  use  for  variables. 

Sample  One  Liners 

So  that's  how  it's  done.  Now  let's  look  at  some 
practical  examples. 

1.  Base  10  logarithms.  That's  what  we've  just 
discussed.  For  reference,  here  is  the  statement: 

DEF  LOGIO(X)  =  LOG(X)/2.302S85093 

(assuming  your  machine's  LOG  function  gives 
you  base  e  logs). 

2.  Base  2  logarith)ns.  On  a  machine  on  which 
the  LOG  function  gives  base  c  logarithms,  you 
can  get  base  2  logarithms  by  using: 

DEF  LOG2  (X)  =  LOG(X)/0. 6931471806 

If  your  machine's  LOG  function  gives  base  10 
logarithms,  you'll  need  to  use  DEF 
LOG2(X)  =  LOG(X)/0.3010299957  instead. 

3.  Degrees  to  radians.  If  X  is  the  measure  of  an 
angle  in  degrees,  then  RAD(X)  will  be  the  same 
angle  measured  in  radians,  if  you  define  the  fol- 
lowing function: 

DEF  RAD(X)  =  X/57.29577951 

4.  Radians  to  degrees.  The  opposite  function, 
converting  X  in  radians  to  DEG(X)  in  degrees,  is: 

DEF  DEG(X)  =  X*57.29577951 

5.  Arcsine  (in  radians).  The  following  defini- 
tion will  give  you  the  arcsine  function  (which  is 
not  usually  provided  in  implementations  of 
BASIC,  although  the  arctangent  is). 

DEF  ASN(X)  =  2* ATN(X/(1  +  SQR(1-X"2))) 

If  you  look  through  a  table  of  trigonometric  iden- 
tities, you  may  find  an  apparently  ecquivalent,  but 
simpler,  formula  that  would  lead  to  the  statement 
DEF  ASN(X)  =  ATN(X/SQR(1-X"2)).  But  note  that 
this  version  won't  do  ASN(l)  correctly  (it  will 
try  to  divide  by  zero).  Hence  the  first  version  is 
preferable. 

6.  Arccosiuc  (in  radians).  If  you  have  the 
arcsine  function,  you  can  get  the  arccosine,  as 
follows: 


DEFACS(X)  =  1. 570796327- ASN(X) 

Remember  that  the  DEF  statement  for  ASN  must 
precede  the  DEF  statement  for  ACS  (you  can't 
refer  to  a  function  until  you've  defined  it). 

7.  Rounding  to  a  partictilnr  number  of  decimal 
places.  Where  //  stands  for  the  number  of  decimal 
places  you  want,  use  the  definition: 

DEF  ROU(X)  =  INT(((10"n)»X)  +  0.5)/(10'n) 

Note  that  vou  must  substitute  a  number  for  n;  in 
most  implementations,  )i  cannot  be  a  variable. 
Fience,  for  example,  if  you  want  rounding  to  three 
decimal  places,  your  statement  will  read  DEF 
ROU(X)  =  INT(((10'3)*X)  +  0.5)/(10'3).  The 
number  of  decimal  places  can  be  negative,  of 
course;  if  you  want  to  round  to  the  nearest  10,  ask 
for-1  decimal  place,  and  if  you  want  to  round  to 
the  nearest  1000,  ask  for  -3  decimal  places. 

8.  Rounding  to  a  particular  uuitdvr  of  significant 
digits.  Often,  you'll  find  that  the  most  convenient 
type  of  rounding  involves  coming  up  with  a  par- 
ticular number  of  significant  digits  rather  than  a 
particular  number  of  decimal  places.  You  can 
accomplish  this  with  the  definition 

DEF  RSFl(X)  =  (N-l)-INT(LOGlO(X)) 

DEF  RSF(X)  =  INT((ao"RSFl(X))*X)  +  0.5)/{1o"rSF1  (X)) 

Here  the  definition  is  so  complex  that  it  is  best 
done  in  two  stages:  first  we  define  RSFl,  which  is 
a  function  used  internally  in  RSF,  and  then  we 
define  RSF,  which  is  the  function  we  actually  use. 
ti  stands  for  the  number  of  significant  digits  you 
want;  as  before,  you  must  substitute  a  number  for 
it  when  typing  the  definition  into  the  computer. 
A  word  of  warning:  RSF  (with  its  subsidiary 
calls  to  RSFl,  which  in  turn  calls  LOGIO)  can  take 
quite  a  bit  of  time  to  execute  (about  half  a  second 
of  realtime  on  the  TI-99). 

9.  Sexagesima!  output:  minutes.  Our  practice  of 
expressing  time  in  hours,  minutes,  and  seconds, 
and  angles  in  degrees,  minutes,  and  seconds,  is  a 
remnant  of  an  ancient  Babylonian  base-60 
(sexagesimal)  number  system.  Often,  in  a  com- 
puter program  dealing  with  time  or  with  angles, 
it  is  desirable  to  express  the  output  in  terms  of 
units,  minutes,  and  seconds.  The  units  are  ob- 
tained by  taking  INT(X);  thus  the  units  part  of  2.5 
hours  =  INT(2.5)  =  2  hours.  Here  is  a  function 
that  gives  the  minutes  part: 

DEF  MNT(X)  =  INT(60»(X-INT(X))) 

That  is,  we  take  the  non-integer  part  of  the  value, 
multiply  it  by  60,  and  take  the  INT  of  that. 

10.  Sexngesimnl  output:  seconds.  The  seconds 
part  of  the  value,  in  turn,  is  given  by: 

DEF  SCD(X)  =  60*(60*(X-INT(X))-MNT(X)) 
That  is,  we  subtract  the  integer  part  and  the 
minutes;  what's  left  gets  multiplied  by  60  twice. 

The  sexagesimal  output  functions  can  be  tested 


by  means  of  a  program  such  as  the  following: 

10  DEF  MNT (X) =INT (60t < X-INT (X) ) ) 

20  DEF  SCD (X ) =60* (60* < X-INT (X) ) -MNT ( 

X  )  ) 

30  FDR  H=0  TO  2  STEP  O.Ol 

40  PRINT 

50  PRINT  H, "HOURS" 

60  PRINT  INT (H) , MNT <H) , SCD (H> 

7  0  NEXT  H 

From  this  we  learn,  for  example,  that  0.01  of  an 
hour  is  36  seconds,  and  that  0.5  of  an  hour  is  30 
minutes.  (If  your  computer  uses  binary,  rather 
than  BCD  or  Radix-100,  internal  representations 
of  numbers,  you  may  get  odd  errors  due  to  round- 
ing or  lack  of  it.  The  solution  would  be  to  round 
the  number  of  hours  to  some  reasonably  small 
number  of  decimal  places  before  invoking  the 
conversions,  and  perhaps  to  insert  some  rounding 
in  the  definitions  of  MNT  and  SCD  themselves.) 

Incidentally,  for  sexagesimal  input,  you  don't 
need  any  special  functions,  only  a  bit  of  multipli- 
cation. For  instance,  the  statements 

10  PRINT  "TYPE  HOURS,  MINUTES.  SECON 

DS" 
20  INPUT  H,M,S 
30  H=H+M/60+S/3&00 

will  give  you  (as  H)  the  number  of  hours  expressed 
as  a  decimal. 

11.  Modulo  12  arithmetic.  In  dealing  with  hours, 
you'll  often  want  to  reduce  numbers  to  modulo 
12.  For  instance,  if  it's  11  a.m.,  then  vou  can  cal- 
culate the  time  four  hours  later  by  adding  11-1-4 
(which  gives  you  15)  and  then  taking  the  result 
modulo  12.  The  function  definition  is: 

DEF  MOD12(X)  =  12*(X/12-INT(X/12)) 

(unless,  of  course,  your  computer  has  a  built-in 
MOD  function,  which  is  even  simpler  to  use). 
This  particular  function  is  likely  to  be  bothered  by 
rounding  and  truncation  errors.  On  the  Tl-99,  1 
get  accurate  results  for  numbers  under  1000  or  so, 
but  larger  numbers  give  slightly  erroneous  an- 
swers; a  binary  machine  might  be  plagued  by 
worse  problems. 

12.  Modulo  60  arithmetic.  The  same  function, 
giving  modulo  60  answers  (for  dealing  with 
minutes  and  seconds),  is: 

DEF  MOD60(X>=60*(X/60  -  INT(X/60)) 

(as  if  you  couldn't  have  guessed).  The  following 
program  starts  with  a  time  expressed  as  H  hours 
M  minutes,  and  adds  Ml  minutes: 

10  DEF  M0D12 ( X > =12» ( X/ 12-INT ( X/ 12) > 

20  DEF  M0D60 ( X ) =60«  (X/60  -INT < X/60)  ) 

30  INPUT  H.M 

40  INPUT  Ml 

50  M=MOD60 EM+Ml ) 

60  H=H+INT (Ml /60) 

70  PRINT  H,M 

Line  50  adds  the  right  number  to  the  minutes 
part,  and  line  60  adds  to  the  hours  part  if 
necessary.  @ 


Mav  19B3     COMPUTE!     251 


Guest  Commentary 


Is  RAM  Memory  A 
Status  Symbol? 


Barry  Miles 


Many  expensive  technological  items  are  bought 
as  status  symbols.  Are  all  those  Hewlett  Packard 
HP  41c's  really  used  to  their  fullest  extent,  for 
long  programs  and  the  use  of  ROM  libraries  of 
fancy  programs,  or  are  they  merely  left  on  the 
executive's  desk  to  say  "I'm  so  important  that  I 
can  justify  a  purchase  of  the  state-of-the-art  pro- 
grammable calculator"? 

The  advent  of  really  large  RAM  sizes  means 
that  we  should  rethink  the  relationship  between 
RAM  and  disk  storage.  We  have  for  a  long  time 
lived  with  the  idea  that  we  should  use  RAM  spar- 
ingly. This  probably  stems  from  the  need  to  con- 
serve RAM  usage  in  a  mainframe  environment, 
so  that  as  many  users  as  possible  may  access  the 
machine  at  once  and  so  that  the  queuing  problem 
is  reduced  to  a  minimum.  Programmers  are  likely 
to  continue  to  think  in  this  way,  even  when  the 
need  has  evaporatecT 

Perhaps  an  example  should  be  taken  from 
the  approach  used  in  managerial  economics.  In 
budgeting  for  the  future,  businessmen  seek  to 
identify  the  Principal  Budget  Factor  -  that  factor 
which  prevents  the  business  from  expanding  to 
infinity.  They  then  seek  to  make  the  very  best  use 
of  that  scarce  resource,  so  as  to  maximize  profits. 
Thev  usually  make  strenuous  efforts  to  reniove 
the  bottleneck  which  that  resource  represents,  by 
increasing  the  amount  of  it  which  is  available:  if 
you  are  short  of  skilled  labor,  you  seek  to  take  on 
more  people,  for  instance.  The  successful 
businessmen  are  the  ones  who  first  remove  the 
constraint  which  is  holding  them  back,  then  cor- 
rectly identify  the  new  constraint  and  seek  to  re- 
move it,  and  so  on. 

What  I  am  saying  is  that  once  RAM  ceases  to 
be  a  scarce  resource,  we  should  cease  trying  to 
economize  in  its  use,  especially  as  it  becomes 
progressively  cheaper,  and  particularly  when  it 
becomes  cheaper  than  similar  amounts  of  secondary 
storage  (such  as  disks  or  tapes). 

A  potential  buyer  of  the  Sirius  computer  has 
an  interesting  choice  before  him;  with  a  limited 

252    COMPUH!    May  1983 


budget,  he  will  need  to  decide  between  various 
amounts  of  RAM,  and  whether  to  go  for  double- 
sided  disks  to  increase  secondary  storage  capacity. 
He  may  choose  the  largest  amount  of  RAM,  out 
of  habit,  without  really  considering  whether  he 
will  make  effective  use  of  the  extra  memory. 

More  Is  Less 

Again,  economics  may  come  to  our  aid.  The  Di- 
minishing Marginal  Utility  theory  says  in  this 
context  that  every  extra  IK  of  RAM  is  less  impor- 
tant to  us  than  the  previous  one,  to  the  point  where 
more  is  really  of  no  interest. 

Surely  we  must  examine  whether  what  we 
are  doing  now  will  become  easier,  faster,  or  more 
efficient  if  we  have  more  RAM,  and  whether  there 
are  other  things  which  we  could  do  with  more 
RAM  but  which  are  impossible  at  present,  and 
finally  whether  we  should  adopt  a  whole  new 
approach.  There  is  a  danger  of  misleading  our- 
selves or  of  being  misled  by  salesmen  into  thinking 
that  more  RAM  must  be  a  good  idea,  without 
thinking  out  why.  There  is  even  a  danger  of 
rationalizing  in  order  to  justify  what  is  really  only 
wish-fulfillment. 

We  might  compare  this  to  buying  a  fast  car. 
Some  sav  that  you're  much  safer  in  a  fast  car  than 
in  a  slower  car,  regardless  of  the  speed  at  which 
you  are  traveling.  The  braking  system  and  sus- 
pension of  such  a  car  have  been  designed  to  cope 
with  the  effects  of  traveling  quickly,  and  these 
systems  therefore  work  very  much  within  their 
capacity,  and  very  efficiently  at  slower  speeds.  A 
similar  argument  can  be  made  for  extremely  pow- 
erful hi-fi  systems:  distortion  is  less  if  you  do  not 
have  to  turn  up  the  volume  very  far  to  get  the 
loudness  you  require. 

Do  these  arguments  carry  over  to  microcom- 
puter memories?  Probably  not.  The  trouble  is  that 
you  merely  get  more  of  the  same.  If  you  do  not 
use  it,  then  it  just  lies  idle.  Are  you  really  going  to 
write  massive  BASIC  or  machine  code  programs? 
Are  you  really  going  to  handle  vast  amounts  of 


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data?  Most  likely  not,  at  least  not  unless  you 
change  your  way  of  doing  things  to  optimize  the 
use  of  your  principal  technological  factor. 

New  Freedoms 

What  I  am  suggesting  is  that  disks  came  about 
because  of  limited  RAM.  Now  that  RAM  limita- 
tions can  be  of  increasing  greater  size,  we  should 
explore  new  freedoms.  What  follows  may  seem  a 
little  far-fetched,  but  may  also  be  just  around  the 
corner. 

First,  we  may  take  it  that  a  one  megabyte 
RAM  is  not  likely  to  be  filled  with  a  BASIC  or 
machine  code  program  of  anything  near  that 
length.  The  debugging  alone  would  take  too  long! 
This  leaves  us  with  other  possibilities. 

We  could  fill  a  lot  of  the  RAM  with  a  wide 
range  of  programs,  and  call  up  any  of  the  whole 
suite,  instantaneously,  from  a  special  menu 
program. 

We  could  have  as  many  programming  aids  in 
our  machine  as  we  could  conceivably  wish  for, 
and  barely  scratch  the  surface  of  our  new-found 
capacity. 

We  could  have  a  vast  range  of  help  screens 
available  for  instantaneous  recall  when  in  trouble. 

We  could  call  in  a  whole  succession  of  high 
resolution  pictures,  which  are  usually  slow  to 
load  from  disk,  so  rapidly  that  even  animation 
would  be  possible. 

We  could  have  split  processing  in  one 
machine.  After  all,  it  is  common  for  two  processors 
to  be  in  one  machine,  so  why  not  a  schizoid 
machine  with  each  part  operating  independently? 

We  could  have  a  really  enormous  amount  of 
text  in  our  word  processor  at  any  one  time,  and 
have  many  different  text  areas.  Our  word  proces- 
sor could  perhaps  interact  with  our  accounting 
and  data  base  programs  in  RAM, 

Accounting  suites  of  programs  could  be  truly 
integrated,  so  that  final  accounts  are  updated 
after  every  transaction. 

Our  data  bases  could  be  loaded  from  disk 
into  RAM  first  thing  in  the  morning,  and  all  up- 
dating could  take  place  in  RAM,  so  as  to  be  almost 
instantaneous.  All  the  disk  activity  would  have  to 
do  is  merely  dump  RAM  contents,  for  safety's 
sake,  at  convenient  time  intervals.  Battery  backup 
could  protect  contents  from  voltage  spikes  and 
power  failures. 

It  might  be  that  disks  of  all  types  will  become 
a  thing  of  the  past,  with  programs  and  data  being 
loaded  and  dumped  over  the  telephone  by  a 
modem,  with  suitable  passwords  and  protections, 
into  your  friendly  local  overnight  datastore.  (There 
are  problems  in  this,  in  that  the  use  of  telephone 
lines  is  subject  to  error,  but  presumably  this  will 
improve  and  is  not  an  insurmountable  obstacle.) 

In  any  case,  if  the  function  of  the  disk  unit 

254     COMPUre!     May  1983 


changes  from  continual  random  access  to  in- 
frequent loading  and  dumping,  disk  operating 
systems  could  be  simplified  at  the  very  least. 
Perhaps  the  very  small  diameter  disks  which  the 
major  companies  are  now  developing  will  become 
the  norm;  and  disk  units  will  come  down  in  price 
to  become  a  trivial  expense.  That,  too,  is  an 
intriguing  prospect. 

This  would  all  require  greater  addressability 
than  even  the  current  16  bit  machines  offer,  but 
the  megabyte  chip  is  probably  just  around  the 
corner.  © 


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Disassemble  To 
Printer  Or  Disic  For  Atari 


Mark  Chasin 


If  you've  been  loondering  how  to  take  disasseiiiblies  of 
machine  hi)i<^tiage  and  either  store  them  o>i  a  disk  or 
print  them  out  -  here's  your  answer.  These  programs 
will  make  the  Atari  Assembler/Editor  cartridge  an  even 
more  useful  programming  tool. 


One  of  the  best  ways  to  learn  assembly  language 
programming  is  to  look  at  the  ways  professional 
programmers  have  written  complex  programs 
and  to  study  and  learn  their  techniques.  Unfortu- 
nately, when  we  buy  programs  that  were  origi- 
nally written  in  assembly  language,  thev  have 
already  been  assembled  (translated)  into  machine 
language.  To  make  sense  out  of  this  code,  we 
must  be  able  to  disassemble  (retranslate)  it  back 
into  assembly  language. 

Fortunately,  those  of  us  who  have  the  Atari 
Assembler/Editor  cartridge  know  that  Atari  has 
the  built-in  ability  to  disassemble  machine  lan- 
guage back  into  assembly  language,  using  the  L 
option  in  the  DEBUG  mode.  This  option  will  con- 
vert the  information  stored  in  any  section  of  men^- 
ory  into  assembly  language.  This  conversion  is 
then  displayed  on  your  screen,  so  that  you  can 
look  at  any  part  of  any  machine  language  program 
in  assembly  language. 

That's  the  good  news.  The  bad  news  is:  1) 
you  can  look  at  only  about  20  lines  of  assembly 
language  code  at  a  time,  and  2)  you  have  no  way 
of  storing  the  assembly  language  version  for 
studying  later,  except  to  copy  the  program  from 
the  screen  with  pencil  and  paper.  This  article 
shows  you  how  to  divert  the  output  either  to  a 
printer  or  to  your  disk  and  provides  programs  to 
implement  these  options. 

Output  To  A  Printer 

In  your  Atari,  the  Input/Output  Control  Block 
(idCB)  #0  is  the  default  lOCB  for  all  output  oper- 
ations, and  it  is  the  screen  editor.  The  output  from 
the  Assembler/Editor  cartridge  (and  all  other  car- 
tridges) is  routed  through  this  lOCB  to  direct  the 
output  to  the  screen.  In  your  Atari,  all  output  to 
any  device  is  handled  through  the  handler  table, 
which  is  simply  a  series  of  pointers  to  places  in 
the  Operating  System  (OS),  where  the  directions 
for  how  the  Atari  is  to  deal  with  each  device  can 
be  found.  Actually,  these  pointers  are  directed  at 
address-1  for  each  set  of  directions.  Therefore,  to 


redirect  the  output  of  the  Assembler/Editor  car- 
tridge to  a  printer,  all  we  have  to  do  is  to  change 
the  pointer  so  that  it  points  at  the  address-1  of  the 
printer  instructions  in  the  OS. 

Let's  try  to  disassemble  the  first  part  of  DOS 
and  get  a  printout  of  the  assembly  language  code. 
I'll  assume  that  you  have  your  system  booted  up 
with  DOS  2,  that  the  Assembler/Editor  cartridge 
is  in  place  in  your  computer,  and  that  your  printer 
(and  interface  module,  if  you  need  it)  is  on.  First, 
go  into  DEBUG  mode  by  typing  BUG,  followed 
by  a  RETURN.  Your  screen  should  say  DEBUG. 
Next,  type  C346<A6,EE  and  another  RETURN. 
This  changes  memory  locations  $0346  and  $0347 
to  $A6  and  SEE,  respectively.  Bv  the  way,  the 
directions  for  dealing  with  a  printer  begin  in  mem- 
ory location  $EEA7.  Remember,  we  point  to  ad- 
dress-1. 

All  output  is  now  directed  to  vour  printer.  If 
at  this  point  you  type  L0700,0756  and  hit  RETURN, 
your  printer  should  produce  the  first  part  of  DOS 
2  in  assembly  language,  exactly  as  it  appears  in 
Program  1.  The  format  of  this  listing  is  discussed 
in  detail  below. 

Remember:  All  output  is  now  directed  to 
your  printer.  To  get  back  to  the  screen,  you'll  have 
to  change  the  pointer  back  to  where  it  was.  You'll 
need  to  type  C346<  A3,F6  and  hit  RETURN.  Now 
you  can  see  what  you're  doing,  so  you  can  go 
ahead  with  normal  output. 

To  A  Disk  File 

Directing  the  disassembled  listing  of  some  portion 
of  memory  to  your  disk  drive  is  a  bit  more  com- 
plicated and  requires  a  brief  program  to  handle 
housekeeping.  This  assembly  language  program 
is  shown  in  Program  2,  with  the  origin  at  $0600. 
Before  we  can  direct  the  output  to  disk,  we  need 
to  open  a  file  on  the  disk.  For  the  purposes  of  this 
discussion,  we  will  open  a  file  using  lOCB  #3, 
and  we'll  call  the  file  DliDISASSEM. 

To  do  this,  we  first  load  the  X  register  with 
#$30  (for  lOCB  #3),  in  line  110  of  Program  2.  We'll 
use  this  as  an  index  into  lOCB  #3  throughout  the 
program.  Next,  we  store  the  command  byte  for 
the  OPEN  command,  $03,  into  $0342,X  in  lines 
120-130,  and  the  command  byte  for  the  OPEN  for 
WRITE  command,  $08,  into$034A,X.  Then  we 
point  to  the  name  of  the  file  we  want  to  OPEN  by 
storing  the  low  and  high  bytes  of  the  address  of 


May  1983     COMPUTEI     265 


this  string  in  $0344,X  and  $0345,X  respectively,  in 
lines  160-190.  We  can  then  OPEN  the  file  by  jump- 
ing to  the  CIO  subroutine  in  line  200.  The  RTS  in 
the  next  line  returns  control  to  your  keyboard,  so 
that  you  can  handle  the  next  steps  manually. 

The  program  that  actually  directs  the  output 
to  this  disk  file  begins  on  line  230  of  Program  2,  at 
$0620.  We  set  the  lOCB  to  #3  in  line  230,  and 
temporarily  store  the  character  being  sent  in  the  Y 
register  in  line  240.  By  setting  the  buffer  size  to 
zero  in  lines  250-270,  we  can  pass  one  character  at 
a  time,  from  the  accumulator,  directly  to  the  disk 
file.  The  command  byte  for  PUT  CHARACTER  is 
SOB  {lines  280-290).  In  line  300,  we  retrieve  the 
character  being  sent,  and  we  send  it  to  the  disk 
by  calling  the  CIO  routine  in  line  310.  Line  320 
returns  control  to  the  Assembler/Editor  cartridge 
to  fetch  the  next  byte  of  the  disassembly.  As  each 
character  is  passed  to  the  disk  in  turn,  the  OS 
takes  care  of  keeping  track  of  how  the  disk  file  is 
to  be  organized  and  saves  us  a  lot  of  work  in  the 
process. 

It  is  impoiiaul,  once  a  file  is  OPENed  for  writ- 
ing, that  it  be  closed,  or  you  are  likely  to  lose  the 
last  sections  of  information  you  wanted  to  write 
to  the  disk.  Since  your  keyboard  is  not  in  control 
during  the  disassembly,  you  need  to  close  the  file 
by  hitting  BREAK  when  the  drive  has  stopped, 
indicating  that  the  hie  has  been  written. 

To  use  these  programs,  type  them  in  exactly 
as  shown  in  Program  2,  and  LIST  them  to  your 
disk  for  safekeeping.  Then  type  ASM  and  RE- 
TURN to  assemble  these  programs.  After  this  is 
completed,  type  BUG  to  enter  DEBUG  mode,  and 
then  G0600  to  run  the  first  program.  You  should 
hear  the  disk  drive  start  as  the  file  is  OPENed. 
NexL  type  C346  <  IF,  06  and  RETURN.  This  directs 
the  output  to  our  routine  to  send  one  character  at 
a  time  to  the  disk  {remember:  address-1).  Then 
type  L0700,0756  and  RETURN.  This  will  disas- 
semble the  first  part  of  DOS  2  to  your  disk.  When 
the  drive  stops,  hit  the  BREAK  key  to  close  the 
file.  SYSTEM  RESET  will  now  set  everything  back 
the  way  it  was  before  we  started  our  tampering. 

Reformatting  The  Output  File 

One  last  problem  remains.  If  we  refer  to  Program 
1,  we  can  see  that  the  first  set  of  numbers  on  each 
line  represents  the  hexadecimal  address  of  each 
instruction.  The  second  set  of  numbers  is  the 
machine  language  nomenclature  for  the  instruc- 
tion, and  the  instruction  mnemonic  itself  is  the 
next  set.  Following  the  instruction  is  the  operand. 
In  a  typical  assembly  language  listing,  two  more 
fields  would  be  present.  Between  the  machine 
language  instrucHon  and  the  mnemonic  would  be 
a  line  number,  and  frequently  following  the 
operand  is  a  comments  field.  The  problem  that 
remains  is  that  the  output  from  the  L  option  of 


the  Assembler/Editor  cartridge  is  not  in  a  form 
that  can  be  used  as  input  for  the  Assembler  itself. 
That  is,  the  disk  file  DLDISASSEM  that  we  have 
created  cannot  be  used  as  source  code  -  yet. 

Program  3  is  a  BASIC  program  which  will 
reorganize  and  reformat  DLDISASSEM  into 
another  file,  DLOUTPUT,  which  can  be  used  as 
source  code  for  the  cartridge.  Line  100  sets  the 
first  line  number  for  the  OUTPUT  file  to  1000, 
and  lines  110-160  dimension  the  input,  output, 
and  blank  strings,  set  the  blank  string  equal  to  all 
blanks,  and  erase  anything  in  the  other  two 
strings.  Lines  170  and  180  open  DISASSEM  for 
input,  and  OUTPUT  for  output. 

We  are  going  to  set  up  a  loop,  from  lines  230- 
330,  which  will  work  its  way  through  all  of  DIS- 
ASSEM; so,  in  line  190,  we  set  a  trap  to  close  the 
files  when  we  get  to  the  end.  Lines  200  and  210 
discard  the  first  two  lines  of  DISASSEM,  a  blank 
line  and  the  word  DEBUG  on  the  second  line  (see 
Program  1),  which  are  put  in  by  the  cartridge. 
Line  220  blanks  out  the  input  string,  and  line  240 
reads  the  first  line  of  DISASSEM  into  the  input 
string,  INTAKES. 

We  would  like  our  output  to  start  with  a  line 
number,  so  line  240  handles  this  for  us.  Line  250 
leaves  the  next  two  spaces  blank,  because  that's 
how  the  Assembler/Editor  expects  to  get  its  source 
code.  Line  260  checks  to  see  if  the  cartridge  un- 
derstood that  particular  byte.  If  it  can't  interpret  a 
byte,  the  cartridge  puts  ???  into  the  mnemonic 
field.  This  program  stores  the  contents  of  that 
location  in  memory  as  a  .BYTE  mnemonic.  Line 
270  hlls  in  the  remainder  of  the  line,  and  line  280 
puts  in  a  comments  field,  with  the  contents  as  the 
memory  location  of  that  particular  instruction,  as 
an  aid  in  understanding  the  output.  Line  290  puts 
the  output  to  the  disk  file,  lines  300  and  310  rezero 
OUTS  and  INTAKES,  line  320  increments  the  line 
number  by  two,  and  line  330  loops  back  to  get  the 
next  line  for  reformatting.  Line  340  closes  the  files 
and  ends  the  program. 

Program  4,  the  OUTPUT  file  structure  for  the 
first  part  of  DOS  2,  requires  a  few  comments.  The 
beginning  of  DOS  is  used  to  store  certain  variables. 
For  that  reason,  the  first  part  of  the  output  file 
(lines  1000  - 1030)  looks  slightly  strange.  However, 
it  should  be  noted  that  all  information  is  there, 
and  in  a  form  which  is  understandable  to  the  As- 
sembler. That  is,  this  file  can  be  used  as  source 
code.  Some  thought  must  be  given,  however,  to 
the  interpretation  of  this  code,  as  with  all  disas- 
sembled machine  language  programs. 

Two  final  comments:  First,  if  you  want  to 
disassemble  all  of  DOS  2,  do  it  in  two  steps;  al- 
though the  programs  described  in  this  article  can 
handle  all  of  DOS,  the  Assembler/Editor  cartridge 
cannot  accept  an  input  file  that  large.  The  source 
code  for  DOS  2  using  these  programs  is  more 


256     COMPim!     Moyl^BS 


than  300  sectors  long!  Second,  all  references  to 
addresses  in  the  OUTI'UT  file  are  absolute.  There- 
fore, you  will  not  be  able  to  relocate  this  program 
with  a  different  origin  unless  you  substitute  labels 
for  all  of  the  absolute  addresses.  However,  vou 
will  be  able  to  experiment  with  changes  to  DOS, 
or  any  other  machine  language  program,  if  you're 
careful  about  the  specific  addresses  in  your  disas- 
sembled source  code. 

If  you  are  specifically  interested  in  modifying 
or  experimenting  with  DOS  2, 1  highly  recommend 
the  recent  book  bv  Bill  Wilkinson,  Inside  Atari 
DOS,  published  by  COMPUTE!  Books.  The 
documented  source  code  and  detailed  explana- 
tions of  the  various  subroutines  within  DOS  make 
this  an  invaluable  resource  for  anyone  attempting 
to  cliange  or  understand  DOS.  There  are  also 
some  very  interesting  suggestions  for  modifica- 
tions to  DOS,  which  should  be  reasonably  simple 
to  implement  now  that  you  have  a  way  to  obtain 
the  source  code. 

Program  1:  Disassembly  Of  DOS 


DEBUG 

0700 

OO 

0701 

03 

0702 

OO 

0703 

07 

0704 

40 

0705 

15 

4C 

0707 

14 

070S 

07 

0709 

03 

070A 

03 

070B 

00 

070C 

7C 

070D 

1ft 

070E 

Ol 

OF 

0710 

OO 

071  1 

7D 

CB 

0  7 

0714 

AC 

OE 

07 

0717 

FO 

36 

07  19 

AD 

12 

07 

071C 

85 

43 

071E 

8D 

0  4 

03 

0721 

AD 

13 

07 

0724 

85 

44 

0726 

SD 

05 

03 

0729 

AD 

10 

07 

072C 

AC 

OF 

07 

072F 

18 

0  7  30 

AE 

OE 

07 

0733 

20 

6C 

07 

0736 

30 

17 

0738 

AC 

1  1 

07 

073B 

Bl 

43 

073D 

29 

03 

073F 

48 

074  0 

CS 

0741 

1  1 

43 

0743 

FO 

OE 

0745 

Bl 

43 

0747 

AS 

0748 

20 

57 

07 

074B 

68 

074C 

4C 

2F 

07 

074F 

A9 

CO 

0751 

DO 

01 

BRK 

r^rtrt 

brh; 

??? 

RTI 

ORA 

*4C,  X 

'?'?'? 

77? 

??? 

??7 

BRK 

7-? -7 

'7'?'? 

ORA 

(*OF, X) 

BRK 

ADC 

«07CB, X 

LDY 

*070E 

BEQ 

4074F 

LDA 

40712 

STA 

*43 

STA 

*O304 

LDA 

*07  13 

STA 

*44 

STA 

*0305 

LDA 

S0710 

LDY 

S070F 

CLC 

LDX 

t070E 

JSR 

*076C 

EMI 

*074F 

LDY 

*07  1  1 

LDA 

(*43) , Y 

AND 

#*03 

PHA 

INY 

ORA 

(*43) , Y 

BEQ 

«0753 

LDA 

(«43> , Y 

TAY 

JSR 

*0757 

PLA 

JMP 

*072F 

LDA 

#«C0 

8N€ 

*0754 

0753 
0754 
0755 
0756 
DEBUG 


68 
OA 
A8 
60 


PLA 
ASL 

TAY 
RTS 


Program  2:  Disassembly  To  A  Di5l<  File 


0  1 00 
0110 
0120 

0130 
0140 

01  50 
0  160 
0170 

oiao 

0190 
0200 
0210 
0220 
0230 
0  2  4  0 
0250 
0  2  60 
0270 
0280 
0290 
0300 
0310 
0320 
0330 

Prog 


«=  *0600 
OPEN  LDX  #*30 
#*03 
*0342, X 
#4  08 
S034A, X 
«FNAMES<255 
*0344 , X 
«FNAME/256 
40345, X 
4E456 


LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 

asR 

RTS 

»=  4O620 
POINT  LDX 
TAY 


#430 


LDA 
STA 
STA 
LDA 
STA 
TYA 
JSR 
RTS 
FNAME  .BYTE  "  D  1  ; D  I  SASSEM " , O 

ram  3:  basic  Reformat  Of  File 


#o 

40348, 
40349, 
#*0B 
40342, 

4E456 


lOO 
1  lO 
120 
130 
140 
150 
160 
170 
180 
190 
200 
210 
220 
230 
240 
250 
260 


270 

280 


290 
300 
310 
320 
330 
340 


1=1000 

DIM  INTAKE* (45> , BLK4 (45) .OUT* (45) 
BLK* (1,1)="  " 
BLK4 (45, 45) ="  " 
BLK* (2) =BLK« 
INTAKE*=BLK* 
OUT*=BLK* 

OPEN  #1 , 4,0, "DtDISASSEM" 
OPEN  #2,8, O, "D: OUTPUT- 
TRAP  340 

INPUT  #1; INTAKE* 
INPUT  #1 ; INTAKE* 
INTAKE«=BLK* 
INPUT  #1 ; INTAKE4 
OUT*  (1,4) =STR«  < I > 
0UT*(5,6)=" 

IF  INTAKE* (22, 23) ="7?"  THEN  OUT* ( 
7) =" . BYTE  4" : OUT*  C 14,  15)  =  INTAKE*  C 
9,10): GOTO  280 
OUT* (7)=INTAKE*(22) 

OL=LEN (OUT*) +1 : FOR  M=OL  TO  2 1 : OUT 
*<M,M)="  ":NEXT  M : OUT* ( 22 , 23 ) = " ; 
■•:OUT*  (24.  27)  =  INTAKE*  (1,4) 
?  #2;0UT« 
OUT*=BLK* 
INTAKE«=BLKt 
1  =  1+2 
GOTO  230 
CLOSE  #1:CL0SE  #2:END 


Program  4:  Output  File  structure  For  DOS  2 


lOOO 
1002 
1004 
1006 
1008 
1010 
1012 
1014 
1016 
1018 


BRK 
.  BYTE 
BRK 
.  BYTE 
RTI 
DRA 
.  BYTE 
.  BYTE 
.  BYTE 
-BYTE 


*03 

*07 

44C, 
414 

407 
*03 
*03 


0700 
0701 
0702 
0703 
07O4 
0705 
0707 
070a 
0709 
070A 


May  1983    COMPUTE!    257 


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EXPIRES 


.  INTRBNK  « 


1020 

BRK 

1022 

.  BYTE 

*7C        ; 

1024 

.  BYTE 

«1  A        ; 

1026 

ORA 

(*04, X)    ; 

102S 

BRK 

1030 

ADC 

*07CB, X    ; 

1032 

LDY 

*070E      ; 

1034 

BED 

t074F      ; 

t036 

LDA 

$0712      ; 

103B 

STA 

«43         ; 

1040 

STA 

«0304      ; 

1042 

LDA 

t0713      ; 

1044 

STA 

*44         ; 

1046 

STA 

«0305      ; 

104B 

LDA 

«07  10      ; 

1050 

LDY 

«070F      ; 

1052 

CLC 

1054 

LDX 

«070E      ; 

1056 

JSR 

*076C      ; 

1058 

BMI 

*074F      ; 

1060 

LDY 

*0711      ; 

1062 

LDA 

(443> . Y    : 

1064 

AND 

#*03       ; 

1066 

PHA 

1068 

INY 

1070 

ORA 

(«43> , Y    ; 

1072 

BEQ 

♦0753      ; 

1074 

LDA 

(«43) , Y    ; 

1076 

TAY 

107B 

JSR 

40757      ; 

1080 

PLA 

1082 

JMP 

«072F      ; 

1084 

LDA 

««C0        ; 

10B6 

BNE 

«0754      ; 

10B8 

PLA 

io?o 

ASL 

A           ; 

1092 

TAY 

1094 

RTS 

070B 
070C 
070D 
070E 
0710 
07  1  1 
07  14 
07  17 
07  19 
071C 
071E 
0721 
0724 
0726 
0729 
072C 
072F 
0730 
0733 
0736 
0738 
073B 
073D 
073F 
074O 
0741 
0743 
0745 
0747 
0748 
074B 
074C 
074F 
0751 
0753 
0754 
0755 
0756 


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258     COMPUni     MoyWa3 


COMPUTEi's 

Mapping  The  Atari 


Author:  Ian  Chadwick 

(Introduction  by  Bid  Wilkinson| 
Price:  SI  4.95 

On  Sale:  Now 


TABLE  OF  CONTENTS 

Author's  Preface 

jntroduction   (Bill  Wilk.nsoni ^ 

Memory  Map  .  ^.^ 

Appendix  One   VBLANK  Processes' ^ 

Append,    P„„  „-7-;jV^^^^^^^^^^^^ ■•'■"-■.ieO 

Appendix  Five   Color  ^    °^' 161 

wTf^'°""'^"dM-^'c 163 

'ippendix  Seven   Pi^        w  ic 

Append,,  a.M  .Xt:::;"^  "-^'- "--  ^'ap  ■ : : : :  ,11 

AppendixNine  NumericaJ  To 171 

Appendix  Ten  ATASC  ^^  r  '^^""^ '  "  1 7 

^-<i-x  By  Label .  "  ^  ^"^^™^^  ^^--^-  Code  Values'  "  "  '  1 

Index  By  Subject  ...".'..■.■.;; ."  .182 

187 


The  inner  workings  of  today's  advanced  personal 
computers  unfortunately  remain  a  mysteiy  to 
many  users.  From  beginners  to  machine  lan- 
guage programmers,  people  are  hungry  for  vital 
information  about  the  insides  of  their  machines. 
For  example,  there  are  tens  of  thousands  of 
memory  locations.. .which  are  safe  to  use?  How 
can  changing  one  number  in  a  certain  memory 
cell  dramatically  speed  up  output  to  the  disk 
drive?  Which  memory  address  reveals  what 
Operating  System  is  in  the  computer?  How  can 
changing  certain  numbers  in  various  memory 
locations  improve  a  program's  sound  and 
graphics? 

The  key  to  finding  one's  way  around  the 
inside  of  a  computer  is  a  memory  map.  But 
often  this  important  information  is  unavailable 
from  the  manufacturer.  Or  it  can  be  obtained 
only  in  piecemeal  fashion  from  scattered 
sources. 

Now,  for  ihe  first  time,  there  is  a  com- 
prehensive guidebook  available  for  the  Atari 
400/800  computers  which  answers  all  of  these 
questions,  and  hundreds  more.  Mapping  The 
Atari,  by  Ian  Chadwick,  is  a  complete  reference 
guide  and  memory  map  for  one  of  the  most 
popular  of  personal  computers.  From  memoiy 
location  zero  to  65,535.  Mapping  The  Atari  is 
the  most  exhaustive  memoiy  sourcebook  ever        1 
offered  to  Atari  users.  : 

Chadwick  started  by  diligently  assembling 
all  the  information  he  could  find.  Then  he  went  a 
step  further  by  testing  this  information,  to  verify 
Its  accuracy.  And  finally,  he  added  months  of  his 
own  research,  delving  deep  into  little-known 
areas  of  the  Atari's  memory  to  explore  every  se- 
cret. The  result.  Mapping  The  Atari,  is  an  indis-  -—-._- 

pensable  reference  work  for  Atari  programmefs. 

But  Mapping  TheAtariiS  more  than  just  a  comprehensive  reference  book  It  is  also  a  tutorial 
for  all  inquisitive  Atari  enthusiasts  -  notjust  advanced  programmers.  Mapping  The  Atari  explains  each  memory  location  in  depth  for 
beginning  and  intermediate  programmers.  Some  descriptions  of  important  locations  fill  several  pages.  And  the  book  is  packed  with 
ready-to-iype  example  programs  and  routines  which  show  exactly  how  to  put  the  information  to  work 

There's  more.  A  special  introduction  by  Bill  Wilkinson,  an  author  of  Atari  BASIC  and  the  Atari  Disk  Operating  System  explains 
^vZANfpTr^^!J^--!l'^^^°'^  'Iffy  ^X^^'"^  programming  language.  And  there  are  fen  appendices,  covering  such  topics  as 
VBL>\NK  Processes,     Atari  Timing  Values,    "Color,"  "Sound  And  Music, "  "Player/Missile  Graphics  Memory  Map  "  ''DisDiav  Usts  " 
and  others.  And  to  make  the  book  still  mote  useful,  there  are  two  indices  -  an  Index  By  Label,  and  an  Index^By  Subject      ^ 

Best  of  al    Mapping  The  Atari  is  from  COMPUTE!  Books,  associated  with  COMPUTE!  Magazine  the  leading  consumer 
publication  of  home,  educational,  and  recreational  computing.  COMPUTE!  has  led  the  way  for  Atari  owners  sincl  the  comouters 

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Mo/ 1983     COMPUIE     259 


The  Apple 
Hi-Res  Painter 

James  Totten 

"Hi-Rcs  Painter"  is  a  grapiiics  editor  for  use  with  a 
32K  Apple.  With  it  you  can:  use  am/  one  of  six  colors 
(or  coDibiiic  colors  with  your  "pen"];  select  from  three 
different  drawing  pens;  label  pictures  with  upper-  aiui 
krwercase  lettering;  color  in  squares,  rectangles;  ami 
uuve. 

When  using  the  Apple's  hi-res  graphics,  it  seems 
that  a  lot  of  work  can  yield  few  results.  This  is 
true,  of  course,  only  if  you  are  doing  your  graphics 
manually  (HPLOT  0,0  TO  45,67  etc.)'  Since  I  use 
the  graphics  considerably  (they  are  one  reason  I 
bought  the  computer),  I  didn't  cnjov  taking  hours 
to  draw  a  fairly  impressive  title  page  or  chart  or 
some  other  type  of  picture. 

Menu  Options 

The  "Hi-Res  Painter"  runs  from  four  menus:  Main 
Menu  (1),  Accessory  Menu  (2),  Diskette  Menu 
(3),  and,  most  important  of  all,  the  Picture  Menu 
(4).  When  you  start,  you  are  automatically  placed 
at  the  first  menu  (Main).  From  here  you  can  select 
to  go  to  any  of  the  other  three  menus  presented 
by  just  pressing  the  first  letter  of  its  name.  This 
letter  is  highlighted  on  the  screen. 

Pressing  A  will  take  you  to  the  Accessory 
Menu  (2).  Here,  you  can  choose  from  p)rint,  f)ill, 
k)eyboard,  and  m)ain.  The  print  option  will  work 
for  those  who  own  either  a  Trendcom  or  Silentype 
printer  only.  The  fill  option  works  for  everyone. 
You  select  two  points  on  the  screen:  the  first  is 
the  upper  left  corner  of  the  square  you  wish  filled, 
and  the  other  is  the  lower  right  corner.  Presto! 
The  keyboard  option  allows  the  user  to  change 
from  paddle  or  jovshck  control  of  the  pen  to 
keyboard  control  of  the  pen.  With  the  change,  the 
I,  J,  K,  M  keys  move  the  pen  in  the  direction  they 
are  positioned.  And,  of  course,  the  main  option 
will  take  you  to  the  main  menu  again. 

The  next  menu  in  the  list  is  the  Diskette  Menu, 
number  three,  and  you  can  call  that  menu  by  pres- 
sing D.  Here  you  can  n)ame,  d)elete,  s)ave,  l)oad, 
or  r)ename  any  picture  -  s)ave  will  save  the  picture 
currentiv  on  the  screen.  Again,  m)ain  will  return 
you  to  menu  1 . 

Finally,  menu  four  is  the  Picture  Menu,  and 
to  call  it  up  press  P.  The  available  options  here 
are:  v)iew,  l)abel,  b)drop,  c)olor,  d)raw,  e)rase, 
p)ens,  and  m)ain.  The  first  option  allows  simply  a 
total  view  (no  text)  of  the  graphics  screen  which 

260     COHPUTI!     Mav1983 


you  are  working  on.  Label  wUl  do  just  that;  you 
are  asked  for  a  date,  name,  or  whatever  to  be  tvped 
in  on  the  keyboard,  and  it  is  then  transferred  to  a 
location  of  your  choice  onto  the  graphics  screen. 

The  bhirop  option  stands  for  backdrop,  and 
this  will  simpiv  fill  the  screen  (rather  quickly) 
with  a  color  of  your  choice.  Color  will  allow  you  to 
choose  a  new  color.  Press  the  first  letter  of  each  as 
in  the  menu  selections.  DnTie  and  fra.^c  are  obvious 
in  that  they  do  exacth'  what  they  sav.  A  note  of 
warning  though:  if  a  picture  is  erased,  it  cannot 
be  recalled  unless  it  is  on  disk.  The  pens  option  is 
actually  two  in  one.  With  it  you  can  change  the 
size  of  vour  pen  {press  I,  2,  or  3  and  watch  the 
screen),  and  turn  it  on  or  off.  And  again,  main 
returns  you  to  menu  one.  You  can  draw  using 
paddles  or  a  joystick,  or  you  can  switch  the  con- 
trols to  use  the  keyboard. 

To  produce  very  good-looking  designs,  trv 
some  experiments.  Fantastic  pictures  (such  as 
stars  on  a  moonlit  night)  can  easily  be  created  bv 
just  mining  the  pen  in  various  sizes  and  colors. 


::>i>i 


A  desig)!  created  wiih  a  paiitUe  controller  ks/j/x  "!li-Rcs 
Painter." 

Program  1:  Hi-Res  Painter 

20  LOMEMi  24576:  ONERR   BOTD  1045 

21  DIM  PX(2),PY(Z),C«(6) ,P»(1) 

25   FOR  L  =  1  TO  4:MX<L)  =  OsMYtL)  =  0:  NEXT 

L:D«  =   CHR«  (4) s C  =  3: P  =  Oi BC  =  0 
30  KI  =   -  16384: RK  =   -  1636BSB0  =   -  162B7 

iBl  =   -  162a6:TG  =   -  16301:FG  =   -  16 

302 
35  P»(0)  =  "GFF"iP*(l)  =  "0N":C*(1)  =  "BREEN 

"iC*t2)  =  "PINK"!C*(3)  =  "WHITE" 

40  C»(4)  =  "BLflCK"tC«(5)  =  "ORANGE" i C» (6>  = 

"LT.BLUE"tI  =  liP*  =  "NOT  NAMED" 

41  IF   PEEK  (233)  <   >  64  THEN   PRINT  D«"BL 

DAD  CHARACTERS/SH2":  POKE  232,0:  POKE  2 
33,64 

42  SCALE=  li  ROT=  Oi  X  =  13<?iY  =  BO 

43  TEXT  !  HOME  i  NORMAL  i  VTAB  10:  PRINT 

TAB (11) "THE  HI-RES  PAINTER":  PRINT   TAB 
(  7,  .._«(  )=-":  PRINT 

TAB<11>"BY  JAMES  R.  TOTTEN" 

44  POKE  RK.Oi  VTAB  24:  PRINT  "<<  TO  BEGIN  P 


45 
4& 
50 

55 

^0 

65 

70 
75 
BO 

as 

100 
105 

110 

115 
120 

125 
130 
132 
134 
136 
136 
140 
142 
145 
146 

147 
150 


P) ICTURE 


POKE 


USH  ANY  KEY  EXCEPT  RESET  >>" 
IF   PEEK  (KI)  <  12B  THEN  45 
POKE  RK,0 
HGR  I  HCDLOR=  Ci  POKE  TG.Oi  POKE  34,20s 

HOME 
PRINT  "PAINTER  HENU  NUMBER  1  (MAIN)"! 

PRINT 
PRINT  "A)CCESSORy    D) ISKETTE 

>"; I  SET  K* 
IF  K«  =   CHR»  (27)  THEN   POKE  RK,0! 

34,0:  TEXT  :  HOME  s  END 
IF  K*  =  "P"  THEN  100 
IF  K«  =  "ft"  THEN  450 
IF  K*  =  "D"  THEN  300 
POKE  RK,0s  HOME  i  GOTO  55 

POKE  RK,0:  HOME 

PRINT  "PAINTER  MENU  NUMBER  4 

I  PRINT 

PRINT  "V)IEW   DABEL   B>OROP 

D)RAW   E>RASE   P>ENS    M)AIN 

IF  K*  =  "M"  THEN  85 

IF  K*  =   CHR«  (27)  THEN   POKE  RK,0:  POKE 
TEXT  !  HOME  s  END 

^   It  ^  11 


(PICTURE) ' 

OOLOR 
>";!  GET  K* 


34,0! 
IF  K» 

IF  K«  =  "V 
IF  K«  =  "C" 
IF  K»  =  "B' 
IF  K«  =  "D" 
IF  K*  =  "P" 
IF  K»  =  "L" 
POKE  RKpOi  HOME 
POKE  FG,0 
IF  PEEK  (KI) 
GOTO  100 
GOTO  146 
POKE  RK.Oi  HOME 


THEN 
THEN  145 

THEN  150 
THEN  240 
THEN 
THEN 


HGR  sBC  =  0:  GOTO  100 


185 
164 


THEN  218 


GOTO  105 


>  127  THEN   POKE  TG.Os 


PRINT  "CURRENT  COLOR: 


152 

154 
155 
156 
158 
159 
160 
162 
164 
165 

166 

167 
168 
169 
170 

171 
172 


174 
176 
177 
17B 
179 


180 

162 

185 
186 


187 


W)HITE 


"ji  INVERSE  1  PRINT  C«(C)i  NORMAL  i 
PRINT 
PRINT  "G)REEN    ORANGE 
B)LACK   DT.BLUE   P)  INK 
6"  THEN  C 
THEN 
THEN 
THEN 
THEN 
THEN 


GET  K« 


"P" 
"W" 
"B" 

"0" 

II I  II 


C 
C 

c 
c 
c 


I: 
2: 

3! 

4: 

5: 
6: 


IF  K«  = 

IF  K*  = 

IF  K«  = 

IF  K«  = 

IF  K*  = 

IF  K«  = 

GOTO  150 
XC  =   INT  ( 

POKE  RK,0! 

"I  PRINT 

PRINT  "S)ET  CURSOR  SIZE 
>"5:  GET  K» 

IF  K*  =  "S"  THEN  172 

IF  K*  <   >  "T"  THEN  165 
P  =  P  +  1:  IF  P 


GOTO 
GOTO 
GOTO 
GOTO 
GOTO 
GOTO 


100 
100 
100 
100 
100 
100 


190 

191 

192 

194 
196 
198 
200 
202 
204 

205 

206 
208 

209 

210 

212 

215 
21B 

219 
220 

222 
224 
225 
226 

228 
230 


231 
232 

233 
234 
240 


OiB 


liRL  =  274iTL  =  OiB 


IsRL  =  270:TL  =  OiB 


Y  =   I  NT  (  PDL  { 1 )  ) 
=  LL 
=  RL 
=  BL 
CS;  HPLOT  L,Y  TO  L,Y  + 


>  127  THEN   POKE  TG.Oi  GOTO 


HPLOT 
C 


(Bl) 
Y 
(BO) 


>  127  THEN 


>  127  THEN 


IF  CB  =  O  THEN  LL  =  1 s RL  =  279; TL 

L  =  191 

IF  CB  =  4  THEN  LL 

L  =  186 

IF  CS  =  8  THEN  LL  = 

L  =  182 

HCOLOR=  C 
X  =   INT  <  PDL  (O) ) 

IF  X  <  LL  THEN  X  = 

IF  X  >  RL  THEN  X  = 

IF  Y  >  BL  THEN  Y 

FOR  L  =  X  TO  X  + 

CSl  NEXT  L 

IF   PEEK  (KI) 

100 

IF  P  THEN  ^10 

HCOLOR-  BCi  FOR  L  =  X  TO  X  +  CSi 

L,Y  TO  L,Y  +  CSi  NEXT  Li  HCOLOR- 

IF   PEEK  (KI)  >  127  THEN   POKE  TG,0:  GOTO 

100 

IF  CS  -=  0  THEN   IF   PEEK 
CALL   -  19BiX0  -  XiYO  - 

IF  CS  -  0  THEN   IF   PEEK 
HPLOT  X,Y  TO  XO.YO 

GOTO  196 

POKE  RK,0:  HOME  :  PRINT  : 

LABEL  >";L» 

IF  L«  =  ""  THEN  21B 

HOME  I  PRINT  !  PRINT  "DO  YOU  WANT  IT  ON 
TOP  OR  BOTTOM  CT/B)?  ";:  GET  K» 

IF  K«  =  "B"  THEN  Y  =  180i  GOTO  226 

IF  K«  =  "T"  THEN  Y  =  6:  GOTO  226 

SOTO  220 
L  =   LEN  (L»)t  IF  L  >  26  THEN  218 
X  =  137  -   INT  ((L  /  2)  «  a) 

FOR  P  =  1  TO  Li  IF   ASC  (  MID*  (L«,P, 1) 

)  <  62  THEN  K  =   ABC  (  MID*  (L*,P,1))  - 

31 I  GOTO  232 
K  -      ASC  (  MID*  (L«,P,1)>  -  3 

HCOLOR=  Os  FOR  L=X-2T0X+7!  HPLOT 

L,Y  -  1  TO  L,Y  +  Bs  NEXT  L:  HCOLOR=  3 

DRAW  K  AT  XpYsX  =  X  +  8i  NEXT  P 

HCOLOR=  C:  GOTO  100 

POKE  RK,0:  HOME  5  PRINT  "COLORS  FOR  BAC 

KDROP..."i  PRINT  :  PRINT  "G)REEN   B)LUE 
0) RANGE":  PRINT 


INPUT  "ENTER 


W)HITE 


">"j 


PDL  (O) ):YC  = 
HOME  :  PRINT 


INT  <  PDL  (1)  ) 
'PEN  OPERATIONS 

T)URN  ON/OFF 


HOME  :  PRINT 


>  1  THEN  P 
PRINT  "PEN 


=  0 

IS  NOM 


'P«(P) 


I  FOR  L  =  1  TO  300:  NEXT  L 

GOTO  100 

POKE  RK.O:  HOME  t  PRINT  "TYPE  A  NUMBER 

FROM  1  TO  3  FDR  CURSOR     SIZE  (1=SMALL 

EST).  CURSOR  IS  SHOWN  ON    SCREEN.  WHEN 

DONE,  PUSH  RETURN.   >"ji  GET  K* 
IF  K*  =   CHR*  (13)  THEN  100 
IF  K*  = 


■1" 
II 3 II 


IF  K*  = 
IF  K*  = 

HCOLOR=  BC 

HPLOT  L,YC 

HCOL0R=  C 

FOR  L  =  XC  TO  XC 

YC  +  CSi  NEXT  L 

GOTO  172 

IF  K  THEN  1010 

POKE  RK.Oi  HOME  i 


THEN  CS  =  0 
THEN  CS  =  4 
THEN  CS  =  8 

FOR  L  =  XC  -  1  TO  XC  +  as 
1  TO  L,YC  +  8i  NEXT  L: 


+  CS:  HPLOT  L,YC  TO  L, 


PRINT  I  PRINT 


IN  OR  STOP  DRAWING  PUSH  ANY  KEY  "i 

K» 

POKE  FG.Os  POKE  RK,0 


TO  BEG 
GET 


242 

243 

244 

245 

246 

247 
248 
250 
300 
302 

304 

306 
308 

310 
311 
312 
313 
314 
315 
320 


THEN   HCOLOR=  IsBC  =  1:  GOTO 


P)  INK 
GET  K* 
IF  K»  -    "G' 
248 

IF  K«  =  "B"  THEN   HC0LOR=  6:BC  =  6:  GOTO 
248 

IF  K«  =  "P"  THEN   HC0LOR=  2!BC  =  2:    GOTO 
248 

IF  K«  =  "W"  THEN   HCOLOR"  3tBC  =  3t  GOTO 
248 

IF  K«  =  "0"  THEN   HLaLaR=  5:BC 
248 

GOTO  240 

HPLOT  0,0:  CALL  62454 
BD  =  li  GOTO  100 
POKE  RKjOi  HOME 
PRINT  "PAINTER  MENU  NUMBER  3 
":  PRINT 

PRINT  "N)AME   D)ELETE   S)AVE 


5 I  GOTO 


(DISKETTE) 


DOAD   R)ENAME   M>AIN 
IF  K*  =  "M"  THEN  85 
IF  K«  =   CHR*  (27)  THEN 
34,0 I  TEXT  1  HOME  :  END 

"N"  THEN  320 

"S" 


>"ri  GET  K* 
POKE  RK,0s  POKE 


IF  K« 

IF  K« 

IF  K«  =  "L" 

IF  K«  =  "R" 

IF  K*  =  "D" 

GOTO  300 

POKE  RK,Os  HOME  s 

OR  COLONS  IN  NAME 

fP» 


THEN  335 
THEN  355 
THEN  385 
THEN  370 


PRINT  "USE  NO  COMMAS 
"I  PRINT  I  INPUT  ">  " 


May19S3     CQMPUTEI     IM 


325   IF  P«  =  "■'  THEN  320 

330   HOME  :  PRINT  "NAME:  "P«:  NORMAL 

332  PRINT  :  PRINT  "IS  THIS  CORRECT?  " ; :  GET 
K»s  IF  K*  =  "N"  THEN  320 

333  IF  K»  =  "Y"  THEN  300 

334  POKE  RK.Oi  BOTO  330 

335  IF  P»  =  "NOT  NAMED"  THEN   HOME  :  CALL   - 
198s  POKE  RK,Ol  PRINT  :  PRINT  "PICTURE 
HAS  NOT  BEEN  NAMED":  FDR  L  =  1  TO  550: 
NEXT  Ls  GOTO  300 

340   POKE  RK,0:  HOME  :  PRINT  "PICTURE  NAMEi 
"P«i  PRINT 

345  PRINT  "SAVE  WITH  THIS  NAME?  ";:  GET  K*: 

PRINT  K«:  IF  K«  =  "Y"  THEN  350 

346  IF  K«  -  "N"  THEN  300 

347  GOTO  340 

350   PRINT  D»"BSAVE  "P»" , A*200O, L»1FFF" i  GOTO 
300 

355  POKE  RK,0:  HOME  :  PRINT  s  INPUT  "NAME? 
"(P« 

356  IF  P«  =  ""  THEN  355 

35B   HOME  :  PRINT  "PICTURE  NAME:  "P«i  PRINT 
360   PRINT  "IS  THIS  NAME  CORRECT?  ";:  GET  K» 
I  PRINT  K» 

362  IF  K»  =  "N"  THEN  300 

363  IF  K*  *  "Y"  THEN  365 

364  GOTO  35B 

365  PRINT  D»"BLDAD  "P» 

366  GOTO  300 

370  POKE  RK,0s  HOME  i  PRINT  s  INPUT  "NAME? 
";P» 

371  IF  P»  =  ""  THEN  370 

372  HOME  t  PRINT  "PICTURE  NAME:  "P»i  PRINT 

375  PRINT  "DELETE  THIS  PICTURE?  ";:  GET  K»i 

PRINT  K» 

376  IF  K*  =  "Y"  THEN  3B0 

377  IF  K«  =  "N"  THEN  300 

378  GOTO  372 

3B0  PRINT  D»"DELETE  "P«i  GOTO  300 

385   POKE  RK.Oi  HOME  i  PRINT  "USE  NO  COMMAS 

OR  COLONS  IN  NEW  NAME":  PRINT 
3BB   INPUT  "CURRENT  NAME?  "jPl*:  IF  Pl«  "  "" 

THEN  385 
390   INPUT  "NEW  NAME?  ";P2«t  IF  P2»  =  ""  THEN 

385 
393   HOME  I  PRINT  "OLD  NAME:  "Pl««  PRINT  "NE 

W  NAME:  "P2*t  PRINT 

395  PRINT  "ARE  THESE  BOTH  CORRECT?  ";:  GET 
K«i  PRINT  K*i  IF  K*   '    "N"  THEN  385 

396  IF  K*  =  "Y"  THEN  400 
39B   GOTO  393 

400   PRINT  D«" RENAME  "Pl«","P2«i  GOTO  300 

450   POKE  RK.Oi  HOME 

452   PRINT  "PAINTER  MENU  NUMBER  2  (ACCESSORY 

)"i  PRINT 
454   PRINT  "P)RINT   F) ILL  KJEYBOARD   M)AIN 

>"ji  GET  K» 
456   IF  K«  •=  "M"  THEN  POKE  RK.Oi  HOME  i  BOTO 

55 

458  IF  K»  -   CHR»  (27)  THEN   TEXT  i  POKE  RK 
,0i  HOME  I  END 

459  IF  K*  -  "P"  THEN  475 

460  IF  K»  =  "F"  THEN  500 

461  IF  K«  =  "K"  THEN  465 

462  GOTO  450 

465  POKE  RK.Oi  HOME  i  IF  K  THEN  K  =  Oi  GOTO 
468 

466  IF  NOT  K   THEN  K  =  1 

468  IF  K  =  0  THEN  PRINT  t  PRINT  "KEYBOARD 
IS  CJFF" 

469  IF  K  =  1  IMEH      PRINT  i  PRINT  "KEYBOARD 
IS  ON" 

470  FOR  L  -  1  TO  300i  NEXT  Li  SOTO  430 

473   POKE  RK.Oi  HOME  i  PRINT  "PICTURE  PRINTI 

NQ  OPTIONS  -"I  PRINT 
476  PRINT  "DNVERSED  N)ORMAL 

R)OTATED    OONTINUE     >"  S  i  GET  K* 


478 

IF  K»  =  "N"  THEN  ST  =  Oi 

GOTO  475 

480 

IF  K*    =    "1"  THEN  ST  =  li 

GOTO  475 

482 

IF  K«  =  "R"  THEN  RR  =  1 : 

GOTO  475 

484 

IF  K*    =  "C"  THEN  488 

486 

GOTO  475 

4B8 

POKE  RK.Oi  HOME  i  PRINT 

!  PRINT  "TURN  P 

R INTER  ON  AND  PRESS  ANY 

KEY  " ( :  GET  K* 

490 

IF  RR  AND  ST  THEN   POKE 

1145,88:  CALL   - 

CALL 


1603 


16036s 


16038:  GOTO  450 

492   IF  RR  THEN   POKE  1145,120:  CALL 
B:  GOTO  450 

494   IF  ST  THEN   POKE  1400,0: 
BOTO  450 

496   CALL   -  16044:  GOTO  450 

500   POKE  RK,0i  HOME  i  INPUT 

NT  (X,Y)   >"jUX»,UY*:  IF  UX» 

«  =  ""  THEN  500 

IF  (  VAL  (UX*)  <  0)  OR  (  VAL  (UX«)  >  27 

9)  THEN  500 

IF  (  VAL  (LY»)  <  0)  OR  (  VAL  tLY»)  >  19 

1)  THEN   VTAB   PEEK  (37):  GOTO  507 

INPUT  "LOWER  RIGHT  POINT  (X,Y)   >"5LX*, 

LY»:  IF  LX«  =  ""  OR  LY*  =  ""  THEN   VTAB 

PEEK  (37) I  GOTO  507 
IF  (  VAL  (LX»)  <  O)  OR  (  VAL  (LX»)  >  27 
9)  THEN   VTAB   PEEK  (37):  GOTO  507 
HOME  t  PRINT  :  PRINT  "PRESS  A  KEY  TO  BE 
GIN  FILL  ";:  GET  K*:  PRINT  K« 
HCOLDR=  C 

TO   VAL  (LX«):  HPLOT 
VAL  (LY*) 1  NEXT  L 


505 
506 
507 

SOS 

510 

511 
515 

520 

1010 

1012 
1015 

1016 

1017 

1018 
1019 

1020 

1021 
1023 
1024 
1025 
1026 
1027 
1028 

1029 

1030 

1031 

1032 

1033 

1034 
1035 
1036 
1037 
103B 
1039 
1040 
1045 

1050 


"UPPER  LEFT  POI 
"  OR  UY 


(UX«) 

TO  L, 


FOR  L  =  VAL 
L,  VAL  (UY») 
GOTO  450 

POKE  RK,0:  HOME  i  PRINT  :  PRINT 
GIN  OR  STOP  DRAWING  PUSH  RETURN  " 
K« 

POKE  FG,0:  POKE  RK,0 


"TO  BE 
(  I  GET 


IF  CS  = 
BL  =  191 

IF  CS  = 
BL  =  186 

IF  CS  = 
BL  =  182 

HCOLDR= 

FOR  L  = 
CS:  NEXT 

IF   NOT 


0  THEN  LL 


1:RL  =  279: TL  =  O: 


4  THEN  LL  =  1:RL 


274 :TL 


a  THEN  LL  =  ItRL  =  270iTL 


0: 


0: 


TO  X  +  CSi  HPLOT  L,Y  TO  L,Y  + 


THEN 


HCOL0R=  BC:  FDR  L 
X  +  CSi  HPLOT  L,Y  TO  L,Y  +  CSl  NEXT  Li 
HCOLOR-  C 

128  THEN  1019 


X  TO 


IF 

L  = 
IF 
IF 
IF 
IF 
IF 


PEEK 

PEEK 


(KI> 
(KI> 


201  THEN 
205  THEN 

202  THEN 

203  THEN 


Y 
Y 
X 

X 
X 


It 
li 

li 
li 

liY 


BOTO  1036 
BOTO  1036 
GOTO  1036 
GOTO  1036 


X  -  liY  =  Y  +  li 


X  +  liY 


Y  -  li 


1:Y  =  Y 


1: 


213  THEN 
GOTO  1036 

IF  L  =•  206  THEN 
SOTO  1036 

IF  L  -  207  THEN 
SOTO  1036 

IF  L  -  172  THEN 
GOTO  i036 

IF  (CS  =  0)  AND  (L  »  211)  THEN  XO  =  Xi 
YO  -  Yt  CALL   -  198i  GOTO  1036 

IF  (CS  -  0)  AND  (L  =  196)  THEN   HPLOT 
X,Y  TO  XO,YOi  GOTO  1036 

IF  L  =  141  THEN   POKE  TG.Oi  GOTO  lOO 

POKE  RK,Oi  GOTO  1021 

IF  X  <  LL  THEN  X  =  LL 

IF  X  >  RL  THEN  X  -  RL 

IF  Y  >  BL  THEN  Y  =  BL 

IF  Y  <  TL  THEN  Y  -  TL 

POKE  RK.Oi  GOTO  1019 

HOME  1  PRINT  I  PRINT  "DISK  ERROR  CODE 
"  PEEK  (222) I  PRINT  "CHECK  SYNTAX  AND  T 
RY  AGAIN  >"(«  GET  K« 

POKE  RK,Oi  HOME  i  GOTO  55 


262     COMPtfTi!     May  1983 


Pro! 

grc 

im 

i2: 

:  Shape  Table  For  Picture  Labels 

4500- 
4508- 

IF 
IF 

57 
IB 

49 
OE 

11 
OD 

00 
OD 

49 
lA 

09 
IB 

lA 
IF 

4000- 

-  58 

00 

B2 

OO 

C5 

00 

oe 

00 

4280- 

OD 

lA 

IB 

IF 

OA 

4D 

11 

IB 

4510- 

OA 

OD 

OD 

lA 

IF 

IB 

4E 

49 

4008- 

-  EC 

00 

02 

Ol 

15 

01 

29 

01 

4288- 

IB 

57 

4D 

i   4 

00 

29 

6D 

lA 

4518- 

02 

00 

49 

09 

lA 

IF 

IB 

1  I 

6E 

4010- 

-  3C 

01 

4F 

01 

62 

Ol 

75 

01 

4290- 

IF 

IB 

6E 

09 

15 

IB 

3F 

17 

4520- 

09 

15 

3B 

IF 

73 

6D 

15 

3B 

4018- 

-  8A 

Ol 

9D 

01 

BO 

Ol 

C3 

01 

4298- 

4D 

29 

lA 

IF 

16 

OE 

2D 

OD 

4528- 

IB 

53 

2D 

OD 

02 

00 

49 

09 

4020- 

■  D6 

Ol 

E9 

01 

FE 

01 

12 

02 

42A0- 

02 

00 

29 

6D 

lA 

IF 

IB 

6E 

4530- 

lA 

3F 

3F 

4E 

69 

lA 

IB 

IF 

4028- 

•  26 

02 

3B 

02 

50 

02 

65 

02 

42AB- 

09 

15 

3B 

3F 

57 

49 

15 

36 

4538- 

OA 

4D 

11 

3B 

3F 

77 

49 

11 

4030- 

79 

02 

8D 

02 

A2 

02 

B6 

02 

4260- 

16 

73 

2D 

OD 

02 

00 

49 

09 

4540- 

00 

29 

4D 

lA 

3B 

IB 

4A 

69 

4038- 

■  C9 

02 

DD 

02 

Fl 

02 

06 

03 

42B8- 

lA 

IB 

3F 

OA 

6D 

11 

IB 

IB 

4S48- 

lA 

IF 

16 

4A 

69 

lA 

3B 

IB 

4040- 

■  19 

03 

2C 

03 

41 

03 

55 

03 

42C0- 

S3 

6D 

11 

IB 

36 

57 

49 

11 

4550- 

OA 

6D 

11 

00 

09 

4D 

lA 

36 

4048- 

■  69 

03 

7D 

03 

91 

03 

A5 

03 

42CB- 

00 

49 

09 

lA 

IB 

3F 

OA 

6D 

4558- 

3B 

6A 

09 

15 

16 

16 

53 

49 

4050- 

B8 

03 

CC 

03 

DF 

03 

F2 

03 

42D0- 

11 

IB 

IB 

53 

6D 

11 

IB 

36 

4560- 

11 

IB 

IB 

53 

49 

11 

00 

09 

4058- 

06 

04 

19 

04 

2C 

04 

40 

04 

42DB- 

17 

6D 

09 

02 

00 

49 

2D 

lA 

456B- 

4D 

lA 

3B 

3B 

6A 

09 

15 

3B 

4060- 

54 

04 

68 

04 

7C 

04 

8F 

04 

42E0- 

36 

IF 

OA 

6D 

11 

IB 

IB 

77 

4570- 

16 

33 

2D 

2D 

15 

3B 

IB 

33 

4068- 

A3 

04 

B6 

04 

C9 

04 

DD 

04 

42E8- 

6D 

11 

16 

3F 

53 

09 

2D 

02 

4578- 

4D 

29 

02 

00 

2D 

AD 

lA 

IF 

4070- 

'  Fl 

04 

OS 

05 

lA 

05 

2E 

05 

42F0- 

00 

49 

09 

lA 

IB 

IB 

OA 

2D 

4580- 

3B 

OA 

4D 

15 

IB 

3F 

57 

4D 

4078- 

41 

05 

54 

05 

67 

05 

7C 

05 

42F8- 

OD 

lA 

IB 

IB 

OA 

2D 

OD 

lA 

4588- 

IS 

3B 

IB 

17 

2D 

6D 

02 

00 

4080- 

90 

05 

A3 

05 

B7 

OS 

CC 

05 

4300- 

IB 

IB 

4A 

49 

02 

00 

6D 

09 

4590- 

09 

6D 

lA 

IF 

36 

6A 

49 

lA 

4088- 

EO 

05 

F4 

05 

08 

06 

IC 

06 

4308- 

lA 

16 

3F 

4A 

6D 

lA 

3F 

IB 

4598- 

IB 

IB 

6E 

49 

lA 

IF 

3B 

4A 

4090- 

30 

06 

43 

06 

57 

06 

6B 

06 

4310- 

4A 

6D 

lA 

IB 

3F 

2A 

4D 

11 

45A0- 

6D 

02 

00 

2D 

6D 

lA 

IF 

36 

4098- 

7F 

06 

94 

06 

A8 

06 

BC 

06 

4318- 

00 

29 

6D 

lA 

IF 

IB 

4E 

09 

45AB- 

OA 

4D 

15 

3B 

IB 

S7 

4D 

15 

40A0- 

DO 

06 

E4 

06 

F8 

06 

OD 

07 

4320- 

IS 

IB 

3F 

53 

4D 

11 

IB 

IB 

45B0- 

3B 

IB 

17 

2D 

6D 

02 

OO 

2D 

40A8- 

21 

07 

36 

07 

4B 

07 

SF 

07 

4328- 

53 

4D 

11 

00 

29 

6D 

lA 

IF 

4568- 

2D 

15 

3B 

IB 

33 

4D 

09 

lA 

40B0- 

74 

07 

49 

09 

lA 

IB 

IB 

4A 

4330- 

IB 

6E 

OD 

15 

3B 

3F 

33 

OD 

4SC0- 

IB 

3F 

6E 

49 

lA 

IF 

IB 

2E 

40BB- 

49 

lA 

IB 

IB 

4A 

49 

lA 

IB 

4338- 

OD 

15 

16 

IB 

73 

2D 

2D 

02 

45C8- 

2D 

2D 

02 

00 

2D 

2D 

15 

36 

40C0- 

IB 

4A 

49 

02 

00 

09 

4D 

lA 

4340- 

00 

49 

09 

lA 

3B 

3F 

4A 

09 

45D0- 

IB 

33 

4D 

09 

lA 

IB 

3F 

6E 

40C8- 

IB 

IF 

4A 

4D 

lA 

IB 

IF 

4A 

4348- 

15 

3B 

3F 

17 

4D 

29 

lA 

3F 

45D8- 

49 

lA 

IB 

IB 

6E 

49 

02 

00 

40DO- 

4D 

lA 

IB 

IB 

4A 

4D 

02 

OO 

4350- 

3F 

4A 

49 

02 

00 

4D 

09 

lA 

45E0- 

29 

6D 

lA 

IF 

IB 

6E 

49 

lA 

40D8- 

69 

OD 

lA 

3B 

3B 

OA 

OD 

OD 

4358- 

3B 

IF 

2E 

4D 

15 

3B 

IB 

33 

45E8- 

3F 

IF 

6E 

09 

15 

36 

16 

73 

4OE0- 

lA 

IB 

IB 

4A 

49 

lA 

IB 

IB 

4360- 

60 

29 

lA 

36 

IF 

4E 

49 

02 

45F0- 

2D 

OD 

02 

00 

4D 

29 

lA 

IF 

40E8- 

4A 

49 

02 

00 

69 

OD 

lA 

3B 

4368- 

00 

49 

09 

lA 

36 

3F 

6A 

09 

45Fa- 

IB 

6E 

09 

15 

3B 

3F 

37 

40 

40F0- 

3B 

2A 

2D 

2D 

lA 

3B 

3B 

2A 

4370- 

15 

16 

16 

33 

4D 

29 

lA 

3B 

4600- 

29 

lA 

IF 

IB 

6E 

09 

15 

00 

40FB- 

2D 

2D 

lA 

3B 

3B 

OA 

OD 

OD 

4378- 

3F 

4A 

49 

02 

00 

49 

29 

lA 

460B- 

29 

6D 

lA 

IB 

IF 

4A 

4D 

lA 

4100- 

02 

OO 

09 

4D 

lA 

3F 

3F 

6A 

4380- 

IF 

3F 

6A 

29 

15 

3B 

IB 

33 

4610- 

16 

IF 

4A 

4D 

lA 

IB 

IF 

OA 

4108- 

4D 

lA 

3B 

3F 

4A 

OD 

15 

IB 

4388- 

4D 

2D 

lA 

IF 

3F 

4A 

49 

02 

4618- 

2D 

OD 

02 

00 

09 

2D 

15 

IB 

4110- 

3F 

77 

69 

11 

00 

6D 

09 

lA 

4390- 

00 

49 

09 

lA 

3B 

3F 

6A 

09 

4620- 

IF 

53 

09 

OD 

lA 

3B 

IB 

4A 

4118- 

IF 

3B 

4E 

69 

lA 

IB 

IF 

OA 

4398- 

15 

3B 

3F 

37 

4D 

09 

lA 

3B 

4628- 

69 

lA 

3B 

16 

OE 

6D 

11 

OO 

4120- 

4D 

11 

3B 

IF 

73 

09 

2D 

02 

43A0- 

3F 

4A 

49 

02 

00 

09 

6D 

lA 

4630- 

4D 

29 

lA 

36 

16 

6E 

4D 

lA 

4128- 

00 

69 

09 

lA 

IB 

IF 

6E 

4D 

43A8- 

IF 

3B 

OA 

4D 

11 

IB 

3B 

77 

4638- 

IB 

3B 

6E 

4D 

lA 

36 

16 

6E 

4130- 

lA 

IB 

3B 

6A 

OD 

IS 

IB 

IF 

4360- 

4D 

U 

IB 

IB 

57 

49 

11 

00 

4640- 

09 

15 

00 

6D 

09 

lA 

16 

3B 

4138- 

73 

6D 

15 

00 

49 

OD 

lA 

IB 

43B8- 

49 

09 

lA 

IF 

3F 

6A 

29 

15 

4648- 

OA 

4D 

11 

IB 

IB 

57 

4D 

11 

4140- 

IF 

OA 

4D 

11 

IB 

IB 

53 

49 

43C0- 

3B 

IF 

73 

6D 

IS 

3B 

IB 

53 

4650- 

3B 

IB 

17 

2D 

2D 

15 

00 

4D 

4148- 

11 

IB 

IB 

53 

49 

11 

00 

09 

43CB- 

2D 

OD 

02 

OO 

4D 

09 

lA 

IB 

4658- 

29 

lA 

3F 

3B 

6E 

OD 

15 

36 

4150- 

4D 

lA 

IB 

3B 

6A 

49 

lA 

16 

43D0- 

IB 

6E 

6D 

lA 

IF 

3B 

6E 

09 

4660- 

IB 

33 

4D 

29 

lA 

IF 

IB 

6E 

4158- 

IB 

6E 

49 

lA 

IB 

3B 

4A 

4D 

43D8- 

IS 

3B 

IB 

73 

49 

11 

00 

09 

4668- 

09 

15 

00 

4D 

29 

lA 

IF 

IB 

4160- 

02 

00 

09 

4D 

lA 

3B 

IB 

4A 

43E0- 

4D 

lA 

IB 

16 

OA 

6D 

11 

IB 

4670- 

2E 

4D 

15 

36 

3B 

33 

4D 

2D 

4168- 

09 

15 

3B 

IB 

53 

49 

15 

IB 

43EB- 

3B 

53 

69 

11 

IB 

3F 

57 

49 

4678- 

lA 

IF 

IB 

6E 

09 

15 

00 

29 

4170- 

IF 

53 

69 

11 

00 

09 

4D 

lA 

43F0- 

11 

00 

49 

29 

lA 

16 

IB 

4A 

4680- 

6D 

lA 

IF 

IB 

6E 

09 

15 

36 

4178- 

IF 

IF 

OE 

2D 

OD 

lA 

3F 

3F 

43F8- 

29 

15 

3B 

IB 

53 

49 

IS 

3B 

4688- 

IB 

33 

4D 

29 

lA 

IF 

IB 

OE 

4180- 

OE 

2D 

OD 

lA 

IF 

IF 

4E 

4D 

4400- 

IB 

73 

2D 

OD 

02 

00 

4D 

09 

4690- 

2D 

OD 

02 

00 

2D 

6D 

lA 

IF 

4188- 

02 

00 

49 

09 

lA 

IB 

IF 

4A 

4408- 

lA 

3B 

IB 

6E 

4D 

lA 

IB 

3B 

4698- 

3B 

OA 

4D 

15 

IB 

3F 

S7 

4D 

4190- 

4D 

lA 

3F 

3F 

4E 

4D 

lA 

IB 

4410- 

6E 

4D 

lA 

3B 

IB 

4E 

49 

02 

46A0- 

11 

IB 

IB 

17 

6D 

09 

02 

00 

4198- 

IF 

4A 

49 

02 

OO 

49 

09 

lA 

4418- 

OO 

29 

4D 

lA 

IB 

IF 

4A 

4D 

46A8- 

29 

6D 

lA 

IF 

IB 

6E 

09 

15 

41A0- 

IB 

IB 

4A 

49 

lA 

IB 

IB 

4A 

4420- 

lA 

16 

IF 

4A 

4D 

lA 

3B 

3F 

46B0- 

36 

IB 

33 

OD 

OD 

15 

IB 

IF 

41A8- 

6D 

lA 

3B 

IF 

OA 

6D 

11 

00 

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€ 

MOV1983     COMPUIE!     263 


'*"®xxonnection 


DISKETTE  SPECIAL 

FREE  PLASTIC  LIBRARY  CASE  WITH  PURCHASE  OF  EVERY  BOX  OF  10 

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Personally  labeled  for  THE  SOFIWARE  CONNECTION  by  one  of  the  most  respected  producers  of  magnetic 
media,  Each  diskette  is  single-sided  and  certified  double  density  at  40  tracks.  To  insure  extended  media  life, 

each  diskette  is  manufactured  with  a  reinforced  hub-hole, 

10  Boxes  or  more:  $22.50/box 


ATARI® 


VIC  20 


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S49.95 

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Our  Price 

SHAMUS  (Rom) 

539.96 

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543.95 

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$29.95 

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S39.95 

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539.95 

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VIDEOMANIA  (Rom) 

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524,95 

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529.95 

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539.95 

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539.95 

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828-2838 

(For  Placing  Orders 
Outside  California) 

MAIL  ORDERS:  For  fast  delivery,  send  certified  check, 
money  orders,  or  Visa  or  Mastercord  number  and 
expiration  date,  for  total  purchase  price  plus  1%  or  $2 
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shipment  outside  the  continental  U.S.  California 
Residents  add  6%  soles  fox. 

COD:  and  Chargecard  orders  call  1-S00-626-2838. 
In  California  call  1-916-989-3174. 

Subject  to  stock  on  hand.  Prices  subject  to  change. 


Catalog  free  with  any  order  or  send  S2  postage  and 
handling  and  please  specify  computer  type, 


*  •n-connection- 

5133  Vista  Del  Oro  Way   Fair  Oal<s,  CA  95628 


NEWS^PRODUCTS 


Games  For  TRS-80 
Computers 

The  Cornsoft  Group  has  intro- 
duced four  recreational  software 
items  for  TRS-80  computers  - 
Crazij  Painter,  Boiinceoids, 
Avenger,  and  MicroOwrd.  Crazy 
Painter,  Boiinceoids,  and  Az'cugcr 
are  joystick-compatible  arcade 
games.  MicroClwrd  is  a  music 
generation  program. 

Crazy  Painter  requires  the 
player  to  paint  the  screen  com- 
pletely before  moving  on  to  the 
next  skill  level.  This  is  compli- 


cated by  a  mischievous  puppy, 
snakes,  and  "paint  eaters"  -  all 
remove  parts  of  the  paint  at  dif- 
ferent times.  The  player  must 
catch  the  puppy  while  avoiding 
the  poisonous  turpentine  bucket 
and  the  dreadful  snake.  Crazy 
Painter  is  available  for  the  TRS-80 
Models  I  and  III. 

Bounceoids  come  crashing 
in  from  space,  attracting  alien 
natives  with  poison  darts,  off- 
world  snakes,  and  shaking  bugs. 
Players  must  blast  the  bounce- 
oids and  eliminate  all  the  other 
hazards  to  advance.  During  the 
challenge  mode,  the  flying  space 
flock  adds  suspense  and  excite- 


ment in  a  test  of  strategy,  coor- 
dination, and  targeting  skills. 
Boiinceoids  is  available  for  the 
TRS-80  Models  I  and  III. 

In  Aivnger,  your  Pesticraft 
zeros  in  on  the  invasion  of  space 
pests.  Take  too  long  to  clear  the 
pests,  and  the  mighty  Avenger 
appears  and  attempts  to  destroy 
you.  Droid-filled  birds  and 
waves  of  space  pests  combine 
for  hours  of  tense  aerial  chal- 
lenges. Avenger  is  available  only 
for  the  TRS-80  Color  Computer. 

MicroChord  facilitates  the 
creation  of  original  music  or 
favorite  tunes.  This  single  pro- 
gram, in  machine  language. 


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The  CARDBOARD'3  "  is  an  expansion  inter- 
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RAM  or  ROM  cartridges  at  once.  For  example 

•  16k  RAM  -  16k  RAM  •  3li  RAM 

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•  16k  RAM  •  8K  HAM  •  Vic-Mon 

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An  Expansion  Interface  for  VIC'20* 

•  Allows  memory  expansion  up  lo  dOK 

•  Accepts  up  to  SIX  games 

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•  All  slots  are  switch  selectable 

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versatility 

$87.95 


PUT  SOME  MUSCLE 
IN  YOUR 

VIC  20 

16K  RAM 
EXPANSION 

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•DIRECT  FROM 
MANUFACTURER 

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WHCENTURy'^ 
■  MICRO 

7881  La  Riviera  Dr.  Suite  131 
Sacramento,  CA    95826 


Add  S2  for  shipping  &  tiandling 

(Calltornia  Residents  add  B%  sales  tax) 

DEALER  INQUIRES  WELCOME 


COMPUTER  CASSETTES 

100%  Error-Free  •  Fully  Guaranteed 


-w 

W  J. 

4;%m.m 

12 

24 

LENGTH 

PACK 

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79<P 

C-20 

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89<;: 

Boxes  .... 

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21$ 

UPS  $3.00  Pkg.  $18.00  Case 


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w/labels  ADO   4«, 
w/boxes  ADD  13C 


^     FOR  ORDERS  ONLY 
\       1-800-528-6050      - 
Extension  3005 

MICRO-80'-  INC. 

2665-C  Busby  Road 
Oak  Harbor.  WA  98277 


MOV1983     COMPUTE!     266 


produces  excellent  two-note 
harmonics,  with  the  aid  of  the 
easy-to-use  music  editor.  Micro- 
Chord  is  available  for  the  TRS-80 
Models  I  and  III. 

The  Contsoft  Group 
6008  N.  Kci/s/()»f  Avenue 
huiiaimpolh,  IN  46220 
(219)257-3227 

Memory  Module 
For  The  VIC 

Apropos  Technology  has  re- 
leased Ramax,  a  memory  module 
with  27K  bytes  of  static  RAM 
and  two  expansion  connectors 
for  the  VIC-20. 

Features  include; 

-  compatibility  with  any  plug-in 
device  for  the  VlC-20 

-  completely  switchable  memory 
in  3K  and  8K  sections 

-  a  system  reset  switch 

-  fuse  protection  for  the  memory 
and  extension  connectors 


-  very  low  power  usage  (less 
than  150  ma.  max.) 

~  fully  self-contained 

-  six-month  factory  warranty. 

The  cost  is  $169,  shipping 
included. 

Apropos  Technology 

340  N.  Uintnim,  Suite  821'C 

CmmriUo,  CA  93010 

(805)482-3604 


Voice  Box  II 
For  Atari 

The  Alien  Group  announces  the 
Voice  Box  II,  a  programmable 
speech  synthesizer  for  Atari  400/ 
800  computers.  The  Voice  Box  U 
requires  a  32K  disk  system,  and 
has  the  following  features: 

•  The  ability  to  speak  with 
inflection. 

•  The  ability  to  speak  in  foreign 
languages  with  correct  foreign 

spelling  as  input. 


•  The  ability  to  sing  with  voice 
and  three-part  music. 

•  A  library  of  30  famous  songs. 

•  A  music  system  that  allows  the 
user  to  enter  new  songs. 

•  Software  that  can  convert  the 
bottom  two  rows  of  the  Atari 
keyboard  into  a  piano  with  a 
range  of  3'/2  octaves  using  the 
shift  and  control  keys. 

•  Programmable  musical  sound 
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and  glissando. 

•  A  singing  huiuau  face  with  lip- 
sync  animation  designed  by  Jerry 
White. 

•A  talking  or  singing  Alien  face 
with  software  that  allows  the 
user  to  change  the  face  as  he 
sees  fit. 

•  A  talk  and  spell  program  by 
Ron  Kramer.  Users  can  program 
any  vocabulary  for  this  spelling 
game.  The  program  can  speak  in 
a  foreign  language,  and  the  user 
must  spell  the  correct  word  in 
English,  or  vice  versa. 


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too  CPS  Bi-directional  logic  seeking 
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Commotlore  12"  Color  Monitor 
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Products  for  Commodore,  Atari,  Apple,  and  others! 


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THE  MONKEY  WRENCH  II 

A  PROGRAMMERS  AID  FOR  ATARI  800 

NEW  AND  IMPROVED  - 18  COMMANDS 

PLUGS  INTO  RIGHT  CARTRIDGE  SLOT 


F^ 


^  ^^atvash;?!^ 


^5^ 


THE 

MDNKEV  WRtNCH 

II 


^ 


$59.95 


If  you  are  a  person  who  likes  to  monkey  around  with 
the  ATARI  800,  then  THE  MONKEY  WRENCH  II  is 
tor  you!!  Make  your  programming  tasks  easier,  less 
time-consuming  and  more  fun,  Why  spend  extra 
hours  working  on  a  BASIC  program  when  the 
MONKEY  WRENCH  can  do  it  for  you  in  seconds. 
It  can  also  make  backup  copies  of  boot  type 
cassette  programs.  Plugs  into  the  right  slot  and 
works  with  ATARI  BASIC  cartridge. 
The  MONKEY  WRENCH  provides  18  direct  mode 
commands.  They  are:  AtJTO  LINE  NtJMBERING  -  Pro- 
vides new  line  numbers  wfien  entering  BASIC  program 
lines.  RENUMBER  -  Renumbers  BASIC'S  line  numbers 
including  internal  references.  DELETE  LINE  NUMBERS 
—  Removes  a  range  BASIC  line  numbers. 
VARIABLES  -  Display  all  BASIC  variables  and  their  current  value.  Scrolling  -  Use  the 
START&SELECT  keys  to  displayBASIC  lines  automatically.  Scroti  up  or  down  BASIC  pro- 
gram.FINDSTRING-Rndeuety  occurrence  of  a  string ,  XCHANGE  STRING  -  Find  every 
occurrence  ofastnngandfeplaceitwittianoltierstnng,  MOVE  LINES  -  Move  lines  from 
one  part  of  prog  ram  to  anotfier  part  of  program.  COFV  LIN  ES  —  Copy  lines  from  one  part 
of  program  lo  anotfier  part  of  program,  FORMATTED  LIST  -  Print  BASIC  program  in 
special  line  format  and  automatic  page  numbering.  DISK  DIRECTORY  -  Display  Disk 
Directory.  CHANGE  MARGINS  -  Provides  the  capability  to  easily  change  the  screen 
margins.  MEMORY  TEST  —  Provides  the  capability  to  test  RAM  memory.  CURSOR 
EXCHANGE  —  Allovre  usage  of  the  cursor  keys  v^ithout  holding  flown  the  CTRL  key. 
UPPER  CASE  LOCK  -  Keeps  the  computer  in  the  upper  case  character  set  HEX  CON- 
VERSION -  Converts  ahexadecimalnumberto  a  decimal  number  DECIMAL  CONVER- 
SION —  Converts  a  decimal  number  lo  a  hexadecimal  number  MONITOR  -  Enter  the 
machine  language  monitor 

In  addition  to  the  BASIC  commands,  the  Monkey  Wrench  also  contains  a  machine 
languagemonitorwithie  commands  used  to  interact  with  the  powerful  features  of  the 
6502  microprocessor 


x^^ 


Ml 


VIC  RABBIT  CARTRIDGE 
AND  CBM  64  RABBIT  CARTRIDGE 


"High-Speed 

Cassette 

Load  and  Save!" 


$39.95 

(includes  Cailridge 
and  Manual) 


Expansion  Connector 
on  the  VIC  Cailridge 


"Don't  waste  your  Life  away  waiting  to  LOAD  and  SAVE 
programs  on  Cassete  Deck." 

Load  or  Save  8K  in  approxiinately  30  seconds!  Try 
it  —  your  Un-Rabbitized  VIC  takes  almost  3  minutes. 
It's  not  only  Fast  but  VERY  RELIABLE. 

Almost  as  fast  as  VIC  Disk  Drive!  Don't  be  foolish  - 
Why  buy  the  disk  when  you  can  get  the  VIC  Rabbit 
for  much,  much  less! 

Easy  to  install  —  it  just  plugs  in. 

Expansion  Connector  on  rear. 

Works  with  or  without  Expansion  Memory. 

Works  with  VIC  Cassette  Deck. 

12  Commands  provide  other  neat  features. 

Also  Available  for  2001 ,  4001 ,  and  8032 


Standard  Terminal  Communications  Package 

•PI^O'IOD  OOA  CP<Dl>D2  BELL  ^  IJ  30  00  10  ia:36 


Don'(  5«l1le  lof  noft-standard  Communications  Prolocol! 
Access  Micro  Net.  Source.  Bulletin  Boards.  Local  Main- 
frame,  etc 

I  ■  Compleit  Package  -  Includes  RS232  Inter 
/  lace  Board  and  software  (does  not  include 
r      modemi 

-     •  Communicates  in  Industry  Standard  ASCJI 
^  •  Uptoad/DowrtloaO  to/from  Chsk 

*  Automatic  File  rranslation 

•  Can  tte  conlrolled  from  keytward  or  user  sup- 
OlieC  bas^c  oi  macfMne  language  program 

Specify  3.0  or  4.0  ROMS  or  8032  Commodore  Computer 
4040  or  8060  or  PEDtSK  II  Disli  or  CBM64  on  1S41. 


Price:  $129.95 


ATARI  AND  PET 
EPROM  PROGRAMMER 

Programs  2716  and  2532 
EPROMs.  Includes  hardware 
and  software.  PFT  =  $75.00- 
ATARI  (includes  sophisticated 
riftachjne  language  monitar)  = 
$119.95 


•  j^jr,M> 


Prownier  Printer .  Eiceiient  dot  raattKptini  Parallel  «  S489  00 
Serial  »  SMO  00  IEEE  -  S5a9  00 


PET  BASIC  SCROLL  PROGRAM 

Scroll  thru  Basic  Programs  using  cursor 
up/down  keys.  Specify  computer.  $6.00  on 
cassette,  $9.00  on  diskette. 


65C02  MAE 
Same  as  our  MAE  but  enhanced  for  the  new 
65C02  Opcodes.  Turns  your  computer  into  a 
d  evelopment  system  for  the  new  ROCKWELL 
65C02  Microprocessor.  $200.00  —  Specify 
Computer. 


6800  CROSS  ASSEMBLER 

A  Cross  Assembler  based  on  the  MAE  that 
runs  on  the  PET,  AppI  e,  or  Atari  but  assembles 
opcodes  for  the  Motorola  6800  microproces- 
sor. Turns  your  computer  into  a  development 
system  for  the  Motorola  6800  Microprocessor 
$20000  —  Specify  Computer 

ATARI  and  VIC  Cartridges 

EHS  can  supply  large  quantities  of  ATARI  and 
VIC  Cartridges  for  software  developers.  If  you 
need  cartridges,  call  for  pricing. 


TRAP  65 

TRAP  65  IS  a  (laidwire  device  tliaf 

piggsmio  yourBSWs  soci<el,  Ptevents 

execution  of  unimplemenled  opcodes 

and  provides  capatHity  to  extend  ttie 

macliines'  instruction  ser 

ForPET/APPLE/SVM 

ReCuceO  from  St49  95  to  S69  95 


DC  Hayes  Smart  f^odem  =  S235  00  | 


DC  Hayes  Micro  Modem  il  =  i2m  00 


Rana  Disk  Dine  -  375 
4  Drive  Controller  -  114 


More  than  just  an  Assembler/Editorl 


Now  for  the  "64" 

\ 

m  m  Ik.  r 

A 

ivyi/it- 

IVIMl 

Ifs  a 

A 

for 

Professionally 

PET 

Designed 

APPLE 

Software           y       \l 

ATARI 

Developmenl     W^Tk 

$*6ft8S 

System       ...JHIL. 

New 

v^^B 

Price 

mg^^M 

$99.95 

Blast  off  with  the  software  used 

on  the  space 

shuttle  project! 

■  Qeitqneti  to  impj-cws  Programmar  Pc&duClivmty 

■  Similar  syntax  and  commands  —  No  fwed  lo  fatearn 
pOCuliar  synlaxfls  ar>d  commancts  Mhen  you  go 
from  PET  10  APPLE  10  ATARI 

*  Coresident  AssemblerfEdilor  —  Ua  no^  io  load 
IhsEditortheniheAs&ernbldf  ihen  ihaEdiior.  ate 

»  AisojncludflsWofdPfOCflSior,  flalocalingLnacJer 
and  much  rr^ocfl 

■  Options  EPROM  Prog  ram  iTWr.  unimplarnaniiid 
Opcode  circuitry 

-  STILL  NOT  CONVINCED  S«ndkyffM»pocsrw« 


5  )i  INCH  SOFT 
SECTORED  OISKEHES 

Highest  qiulity.  We  use  them  on 
our  PETs,  APPLES,  ATARIs,  and  other 
computers.     S22.5(W1 0  or  M4.5O/20 


EPROHS  2716  =  $4.502532  =  J7,50 

Over  40  ComtBodore  Proarams  by  Balttr  (on  ^ 


May  1983     COMWIE!     267 


•  The  screen  never  blanks  oiil 
while  talking  or  singing. 

•  Singing  or  speaking  sub- 
routines can  be  incorporated 
into  your  programs,  requiring  as 
little  as  100  bytes  of  RAM  plus  5 
bytes  for  each  word. 

•  Sound  comes  out  of  the  TV  - 
no  extra  components  are  re- 


Speech  Synthesizer  with  Singing  Human  Face 


|,:ABftM^©^ 


The  Alien  Group's  Voice  Box  II. 


quired.  Expander  module  is  not 

needed. 

•  Entries  into  the  $5000  talking 

or  singing  game  contest  can  be 

written  using  the  Voice  Box  II  - 

contest  information  is  enclosed. 

The  Alien  Group 
27  West  23ni  Street 
Nezv  York,  NY  200W 
(212)741-1770 


Road  Atlas  For 
The  Apple 

Columbia  Software  has  intro- 
duced a  computerized  road  atlas 
for  the  Apple  II  personal  com- 
puter. Called  Roadsearch,  the 
program  simplifies  the  process 
of  determining  driving  routes, 
mileages,  travel  times,  and  fuel 
usage. 

Rondsearch  develops  differ- 
ent types  of  routes.  One  program 
finds  the  shortest  practical  route 
between  cities  in  its  data  base. 
This  program  can  also  a\'oid  toll 


or  other  roads.  Another  program 
develops  routes  which  may  be 
longer  but  more  suitable  to  a 
user's  specific  needs.  Roadsearch 
also  contains  a  subroutine  that 
estimates  flying  time  between 
cities. 

The  atlas  has  a  data  base  of 
406  cities  and  road  intersections 
located  in  the  USA  and  Canada. 
Also  included  in  the  data  base 
are  about  69,000  miles  of  inter- 
state and  major  through  high- 
ways. This  data  base  can  be 
modified  with  updated  road 
mileages. 

The  printed  outputs  are  an 
excellent  companion  on  any  trip. 
They  include  the  driving  route, 
distances,  travel  times,  and  fuel 
usage  tailored  to  vehicle  average 
miles  per  gallon  (mpg). 

Roadsearch  requires  an  Apple 
II  personal  computer  with  DOS 
3.3.  The  price  is  $34.95. 

Cohiitibiii  Software 
P.O.  liox2235 
Cohimbm,  MD  21045 
(301)997-3100 


VJH  GOT  THE  BEST 

FOR  THE  COMMODORE  6^ 

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FINANCE  CALC 

DATA  BASE  64 
INVOICE  EASE 


HESWRITER 

TOUCH  TYPING  TUTOR 

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A  cash  register  and  invoice  princer.  Ic  even  creates  a  daily 
sales  report. 

An  advanced  word  processing  system  on  a  cartridge. 
Learning  typing  can  be  fun! 

E  MTE  RT  A I IM  M  E IM  T 


Play,  record  and  \A/rite  music.  Better  than  a  piano. 

An  earthqual<e  sucks  you  into  the  center  of  the  earth.  To 

escape  you  muse  kill  the  Babies  Of  The  Dire.  But  don't 

miss,  on  it's  doomsday.  Watch  out  for"  the  Mother! 

Control  your  lightning  fast  battleship  against  enemy  droids. 

Use  intelligence  to  eliminate  monsters  and  reach  the 

treasure. 

Avoid  broken  glass,  rocks,  walls,  oil  spills  and  crazy  drivers. 

They're  the  best.  100%  better  than  Wico. 


YOU  CAN  TOO! 

CALL  [ai3]  S8a-53G8  OR  MAIL  TO: 
HOUSE  OF  SOFTWARE  •   B224  Sunland  Blvd.   •  Sun  Valley.  CA  91352 


SBS.oa 

S59.DO 

S35.00 
S3S.OO 
S1  S.DD 

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THE  PEOPLE'S 
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SUPPLY 


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VISA,  MASTER  CARDS.  AMEX 
&  MONEY  ORDERS 

PERSONAL  CHECK 
ALLOW  2  WEEKS 


OTHEit  PRODUCTS 

»l      ZONXai  SOUND 

GENERATOR 149.95 

»7      HIGHQUALfTY9-- GREEN 

PHOSPHORMONITOR 5115.95 

Requires  Direct  Video  Mod  to  ZX81 
FREE  Plans  witti  ordei*.  stmpte  in- 

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LTD 

SPEECH  SYNTHESIS 

UNLIMITED 

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TIMEX 99.95 

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CRASH  GUARD  PROTECTION  FROM 
ACCIDENTALCRASHES 19.95 


Foreign  Orders  Please  Add  $5,50 

U.S.  Orders  Please  Add  S3.00 
Prinrer&  Monitor  Orders  add  $7.50 

THE  PEOPLE'S  COMPUTER  SUPPLY 

P.O.  Boi  664,  Sidney,  Nebraska  69162 

Order  Phone:  Tel.  30B.254-320S 


Model  EP-2A-79 

EPROM  Programmer 


Three  years  in  the  field  with  unsurpassed  performance.  Software  is  available  for 
the  EP-2A-79  for  most  all  of  the  microcomputers  including  the  popular  CP/M, 
FLEX.  HDOS  operating  si^tems.  Write  or  call  for  specific  hardware/software  inter- 
facing. Driver  packages  available  for  F-8,  6800,  6809,  8080,  8085,  Z-80,  1802, 
6502  and  2650  based  systems. 
EP-2A-79        115V50/60H2 $169,00 

Personality  Modules 

PM-0  TMS2708     ,   .   ,  $17.00  PM-5  2716,2758       .   ,  $17  00 

PM-1  2704.2708  17.00  PM-5E  2816       35.00 

PM-2        2732      33.00  PM-8  MCM68764      .    .  35.00 

PM-2A  2732,'\        ....  33.00  PM-9  2764       35.00 

PM-3  TMS2716     .    .    .  17.00  SA-&1-2  TMS  2564, 25128  39.00 

PM-4  TMS 2532      .    .    .  33.00  SA-64-3  2764.27128      .    .  39.00 

Optimal  Technology,  Inc. 

Phone  (804)  973-5482 
Blue  Wood  127  Earlysvillc.  VA  22936 


AREYOUA 
SMART  BUYER? 


$89.95t 


For  ^O9o9^  tfiis  is  a  smart  buy  if  you're  looking  for  a  place 
to  store  your  computer,  periptierals.  and  accessories  without 
spending  a  fortune. 


Tfie  CS  1632  computer  storage 
cabinets  compact  yet  functional 
design  Gts  almost  anywhere  wfiile 
housing  your  cotnputer  monitor, 
joysticks,  software,  books  ancS 
peripherals  aK  for  only  $89,95, 
The  slide  out  shelf  puts  the 
computer  at  the  tight  height  and 
position  for  easy  comfortable 
operation. 

The  fold  up  locking  door  keeps 
unwanted  fingers  off  the  key 
board  when  not  in  use. 
To  store  joysticks  just  tum  them 
upside  down  and  slide  them  into 
the  inverted  storage  rack. 
Twist  tabs  on  the  back  of  center 
panel  allow  for  neat  concealed 
grouping  of  wires,  wfiile  power 
packs  rest  tiidden  bcfiind  center 
panel  on  stielf. 

The  slide  out  sofhware  tray  has  room  for  14  cartridges  or  cassettes 
and  up  to  30  diskettes.  Most  brands  of  software  will  St  between  the 
adjustable  partitions  with  a  convenient  tiook  for  the  spare  key  at  rear. 
Stand  fits  Alari  400  &  800.  Commodore  64  &  VIC  20,  Ti  99/4A 
and  TRS-80. 

Cabinet  dimensions  overall  36"  fiigh  x  33-7/8"  wide  x  16"  deep. 
Cabinet  comes  unassembled.  Assembly  requires  only  a  screwdriver, 
hammer,  and  a  few  minutes  of  yoiir  time- 
Choice  in  simulated  woodgrain,  of  warm  golden  oak  or  rich  natural 
walnut  finish. 

To  order  CS1632,  send  $89,95  to; 

F>0.  Box  446  V\fest  Linn,OR  gf7068 
Phone  orders  call,  (503)  636-6888 


HVT€CSystems 


Name  _ 
Address  , 
Gty   


.  State 


.Zip 


□  Golden  oak  finish         □  Natural  walnut  finish 
Q  My  personal  check,  casftiers  check  or  money  order  is  enclosed. 

D  BiUmyVISA*    Exp.  Date 

n  Bill  my  Mastercard  * Exp.  Date 

Card  Holders  Signature 


Immediate  shipment  if  in  stock.  If  pereonai  chcdt  is  sent,  allow  additianfl]  2  weeks. 
Prices  subject  10  change.  Shipmcnl  subject  lo  availabiUty.  Calsiiwl  shipped  unassembled  in 
2  cartons  Ships  UPS  fit.  colled  FOB  Portland,  Oregon. 


SIMULATIVE 
STRATEGY  GAMES 

from  PR.  Softwane  for  your 

VIC-20  or  ATARI  400/800 

Semi-graphtc        Non-Arcade 

No  Joysticks  Required 

If  you  want  inteltigent  high  quafity,  reason- 
ably priced  software  that's  not  arcade  then 
read  on  .  -  . 


For  VIC  or  ATARI: 
FOOTBALL  CHALLENGE: 

Manage  an  NFL  team  against  your  computer 
or  a  friend.  Uses  actual  team  statistics.  All 
1982  NFL  teams  are  included,  10  levels  of 
computer  play.  A  real  challenge! 

$15  95 
DUNGEONS  OFKAL 

(New  expanded  version) 
Semi-graphic  text  adventure  in  the  realm  of 
the  euil  two- headed  ruler  KAL!  Can  you 
save  mankind  from  KAL's  awful  plan  of 
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The  PC  Clearinghouse  Directory 
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Resource  Guide  For 
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TSG  Enterprises  has  released 
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54  Richwood  Place 

Denville,  N]  07834 

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For  ViC-20 

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Magic  Window  II J99    wiz&  Princess S22 

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EDUWARE  Graphics  Proc.  Sys $46 

Spelling  Bee  MiReaa  ...  $27  STRATEGIC  SIM, 

Alg,  1,2or3 $27  Computer  Baseball        $27 

Rendevous $27  Cylron  Masters $27 

Prisoner  II $23  Guadalcanal  .,. $42 

HAYDEN  SOFTWARE  Galactic  Gladiators  ....$27 

sargon  II $25  Battle  of  Shiloh $27 

P'emWer $95  Tigers  In  Snow $27 

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Zork  1,  II  or  III $27  Computer  Qrtrbach $27 

Starcross $27  SUBLCGIC 

Deadline    $34  Flight  Simulator  $25 

INSOFT  Space  Viking $34 

Graforth  II $50  Saturn  Navigator $24 

Electric  Duet $20  SYNERGISTIC 

LOTUS  Alianiis $27 

Exec.  Brief  Sys $126  Global  Prog.  Line  Ed.  ..$44 

MICROSOFT  VISICORP 

Basic  Compiler $270  Visiterm $72 

Multiplan $190  Visioafc  3.3 $175 

Olympic  Decatha Ion  ...$20  MISCELLANEOUS 

MUSE  Bandits $23 

Robot  War $27  Human  Fly  $21 

Castle Wolfensteir  $20  MasterType  $27 

PENGUIN  New  Step  by  Step  $57 

Graphic  Magician $42  Sam  (w/DAC) $83 

Comp.  Graphics  Sys.  ..$49  Ultima $27 

.Special  Effects $29  Zoom  Graphics $27 

PRINTERS 

CITOH  NEC 

Prowriter  $379  8023  A-C    $465 

Prowriterll    $649  3510  $1375 

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Prinlmaster $1599  3550 (IBM)   $1829 

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^ImM    H^    "lAl  SMITH  CORONA  $589 

(jbMINlTO    ..  $409  AXIOM  GP-100    .  $269 

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12'GRN(JB1201M)    .$155  V310(eRN-IBM)    $169 

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t2"ColorRGB    $689  COLOR  I    $298 

USI(Amber) $169  COLORII  $650 

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MIcromodem  II    $269  Appie-Cal  II  $299 

Stack Smartmodem     $215  212Apple-Cat   $589 

Smanmodem  1200  . .  $519  D-Cat   $155 

ANCHOR  AUTOMATION  Signalman  I  or  II   $79 

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.       Wico  (Joy) $23       WiCO  (T-Baii) $49 


800(48K)    $495 

NEW64KATARI1200   .CALL 

BAMDISK  (128K) S37B 

BIT  3  -  80  COL.  BOARD $279 

400  KEYBOARD  (In  Home)    $95 

StO  OISK  DRIVE     ...  $419       32K  RAM  (Mosaic)         S9S 

410  RECORDER $74       32K  RAM  (Intac) $69 

850  INTERFACE     . ..  J164       64K  |lntflc/4D0)   ...$129 

400  COMPUTER    ....  J2ig       4eK  (Int8c/400)   $95 

Entortainsf    $G6       Eiiutialor  $112 

CommunitMlor    $298      Programmar  $52 


Single  Density  Master _ S399 

Double  Density  Master $539 

Double  Density  Dual , $859 

Dbl  Sided  Dbl  Density  Master $659 

Dbl  Sided  Dbl  Density  Dual $949 

ADVENTURE  IMT'L 

BearGuard(D)  $17 

Adv.  1-12  each  (C)  $18 

Preppie  (C/D) $20 

Di5key(D)  $33 

APX 

Eastern  Front  (0(0)  $23 


Fam.  Cash  Flow  (D) $17 

747  Land  Sim.  (C/D( $17 

ATARI  INC. 

Fig-Forth  |Ci $30 

Galaxian $32 

Defender  $32 

ET $36 

Microsoft  Basic  (D)  $65 

Macro  Ass.  &  Edit,  (0)  .  $65 
Assembler EdiiorJR)  ..$45 

Basic  Cartridge  (R| $45 

PacMan{R) $32 

Centipede  (R) $32 

Caverns  of  Mars  (0) $28 

Missile  Command  (R)  ..$27 

Star  Raiders  (R) $32 

Conv.  Lang.  Ea.  (C)  $44 

Music  Composer  (R) ....  $31 

Super  Breakout  (R|  $27 

My  First  Alphabet  (D|  ..  $26 

Prog.  2  &  3  (ea.)(C) $21 

Word  Processor  (D)  .,.$107 

Pilot  (Educ) $98 

Touch  Typing  (C)  $19 

Home  File  Mngr(D)  -  ,- $37 
AUTOMATED  SIMUL. 

Monster  Maze (R| $27 

Invasion  Orion  (CfD)  ....$18 
Temple  of  Aps.(C/D)  .,..$28 

Star  Warrior  (C/D)  $28 

Dragon's  EyB(D)  $20 

Crush  Crumble  (C/D)  ..,  $20 
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Empire  of  Over  (D)  $23 

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Apple  Panic  (C/Dl  $20 

Star  Blazer  $22 

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Graphics  Gen.  (D)  $17 

Basic  Compiler  (D)  $65 

Zaxxon(C/D)  ,.. ..$28 

EOU-WARE 

Compu-Read  |D)  $21 

Compu-Math  Fr,  (0) $28 

Compu-Math  Dec.  (D)  ..  $28 
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Zork  I.  II  or  111(D)..,,. $27 

Starcross $27 

Deadline (D|  $34 

JV  SOFTWARE 

Action  Quest  (C/D)  $20 

Ghost  Encount.  (C/D|  ..  $20 


KBYTE 

Krazy(each)  $34 

LJK 

Letter  Perfect  (D|  $104 

Data  Perfect  (D) $74 

ONLINE 

Wiz  &  Princess  (D|  $22 

Crossfire  (C/D)  $20 

Frosger{C/D)  $23 

Jawbreaker  (C/Di $21 

Crossfire  (H) $28 

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Max-56(D)  $58 

Basic  A+  (0) $58 

ROKLAN 

Gorf(D|  $27 

Gorf(R)  $30 

Wizardof  Wor(D) ...     .  $27 

Wizard  of  Wor(R( $30 

SIRIUS 

Space  Eggs  (D)  $20 

Sneakers  (01 $20 

Way  Out  (D)  ,.. $27 

Bandits  (D)  $23 

FastEfldy(R) $27 

SPINNAKER 

Snooper  Troops  #1  (D) .  $30 

Snooper  Troops  #2(0).  $30 

Storm  Machine(D) $23 

Face  Maker  (D) $23 

STRATEGIC  SIM. 
Shattered  Alliance  |D)  ,  $28 
Tigers  In  Snow  (C/D) ....  $28 
Battle  of  Shiloh  (C/D)  .,  $26 
Battle  of  Norm.  (C/0)  .,,  $27 
Galactic Gladiator(D)  .  $27 

Cytron  Masters  ID)  $27 

SYNAPSE  SOFTWARE 

FltaMngr800+  $65 

Protector  II  $23 

Shamus(C»D) $23 

Nautilus  (C/0)  $23 

Claim  Jump  (C/D) $23 

THORN  EMI 

Jumbo  Jet  (R) $34 

Submarine  Comm.  (R)  .  $34 
MISCELLANEOUS 

All  BabalD)  ..$22 

Miner  2D49er(R) $35 

Kid  Grid  (C/D|  $20 

Pool  1.5(D) $23 

Raster  Blaster  (D) $20 

Sam(D) $41 

Galactic  Chase  (C)  $17 

Warlocks  Revenge  (D)  .  $24 

Visicalc(D) $169 

3-DSupergraph(C/D|  ..$29 

SlarbaseHyp(D)  $17 

PogoMan(C/D| $27 

Airs1rike|C/D)  $28 

Sammy  Sea  Serp,(C) ,.,  $13 
PinbalUD) $20 


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780  KB  Disk  Storage 

Word  Processor 

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C- Basic  Software 


EAGLE  II  $2329 

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commodore 


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Avenger $23 

Supersiot $23 

Super  Alien  $23 

Jupiter  Lander , $23 

Draw  Poker $23 

Midnight  Drive $23 

Radar  Rai  Race  $23 

Raid  on  Fort  Knoi   $23 

Sargon  II  Chess  $29 

Super  Smash  $23 

Cosmic  Cruncher  $23 

Gort $29 

Omega  Race  ,. ,.$29 

Money  Wars $23 

Menagerie $23 

HES  Softwars 

VIC  Forth  (B)  $46 

HESMon(R) $29 

Turtle  Graphics  (R) $29 

HES  Writer  (R) $29 

Agoressor(R) $29 

ShamusIR) $29 

ProlectOf(R) $33 

Synthesound(R|  .,$49 

Sk)er(C) $15 

Mazeof  Mikor(C| $15 

Tank  Wars  (C) $15 

Victrek(C) $15 

Pinball(C) $13 

Simon  (C) $13 

Fuel  Pirates (C) ,.$13 

Pak  Bomber  (C) $13 

Laser  Blitz  |C) $15 

Tank  Trap  (C) $16 

Concentration  (C|  $13 

DamBomber(0|  ..- $)3 


Cosmic  Jallbreak  $23 

Clowns  $23 

Garden  Wars  $23 

Sea  Wolf $23 

Adventureland $29 

Pirate  Cove  $29 

Mission  Impossible $29 

The  Count  $29 

Voodoo  Castle $29 

The  Sky  Is  Falling $23 

Mole  Attack  $23 

Bingo  Speed  Malh $23 

Home  Babysitter $23 

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Personal  Finance  .„.,,.,  $29 


UNITED  MICROWARE 

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Meteor  Run  (R) $34 

Amok(C) $17 

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SkymatrifC) $12 

Space  Division  (C)  $12 

Super  Hangman  (C) $14 

The  Alien  (C| $17 

3D  Maze  |C) $12 

Kosmic  Kamikaze  (C)  ..$17 

Sub  Chase  (C)  $17 

Amok(H) $27 

Renaissance  (R)  $34 

Alien  Blilz(R)  $27 

Cloud  Burst  (B)  $27 

Satellites  (R)  $34 

OutworldlR) $34 


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UNIVERSAL  CENTRONICS 
PARALLEL  PRINTER 
INTERFACE  FOR  THE  VlC-20- 
Now  you  can  use  your  VIC-20"  with 
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•  Outputs  standard  ASCII  codes  to  ] 
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i/o  port. 

•  Understands  all  standard  VIC-20" 
print  commands. 

•  No  modification  to  your  VIC-20" 

•  No  special  programs  required. 

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Handling  charges  S2  DO 

V1C-2Q*  IS  a  registered  uademark  ot  Commodofe 


ments  are  displayed  ori  the 
screen  and  printed  exactly  as 
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hv  66-line  page  capacity. 

Characters,  words,  and 
large  copy  blocks  can  he  deleted, 
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and  up  to  40  pages  can  be  stored 
on  a  diskette  or  tape. 

A  writer  can  "personalize" 
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20's  mailing  list  files,  and  if  elec- 
tronic mail  (computer  to  com- 
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Wordcraft  20  supports  the 
Cotnmodore  1515  printer  as  well 
as  a  variety  of  serial  printers. 

More  Wordcraft  20  features 
are: 

•  I'age  width  and  length  altera- 
tion any  time 

•  New  page  control 

•  Automatic  line  centering 

•  Justified  or  ragged  margins 

•  Tab  stops 

•  Decimal  tabs 

•  Muitistep  indentation  for 
outlines 

•  Text  highlighting 

•  Hard  and  soft  hyphens 

•  Search  and  replace 

•  Mailing  list  files 

•  Paragraph  merging 

Uuih'd  Micnnvnrc  Industries 
35(B-C  Tnnplc  Avenue 
Ponioim,  CA  91768 
(714)594-1351 


Games  For  The 
Atari 

Romox  has  released  fourgatnes 
for  the  Atari  400/800  personal 
computers. 

Forttinc  Hunter  is  a  two- 
plaver  cartridge  game  that  offers 
.six  rooms  of  treasure  and  adven- 
ture. When  you  enter  a  room,  it 
grows  lo  full  screen  proportions, 
and  then  both  vour  treasure  and 


Fortune  Hunter  fri'in  Romox, 

your  enemies  appear  on  the 
screen.  Your  mission:  capture 
the  treasure,  and  evade  or  de- 
stroy your  enemies  before  your 
time  expires.  You  are  also  chal- 
lenged by  deadly  cobras,  scorp- 
ions, genies,  moving  doors  and 
lances,  force  fields,  and  relent- 
less guards  that  disappear  at 
will.  FortiDie  Hunter  has  nine 
levels  of  difficulty;  your  speed 
and  agility  with  vour  bow  and 
arrow  increase  at  each  level. 
Priiicesf  and  Fro^  is  also  a 
two-player  game  in  cartridge 
form.  Your  objective:  make  a 


Ql  commodore 

^VIC  20  $176 

16K  RAM  $  79 

8K  RAM  MEMORY  EXPANSION 
$  39.95 


D  Check  Enclosed    D  C.O.D, 


NAME 

STREET  . 

CITY  

STATE_ 
PHONE _ 


.  ZIP_ 


Add  3%  Shipping  Charge. 

COD'S  adO  SI  50  plus  20%  Deposil 

Required  CA  Res  6%  Tax 

Personal  chectis  accepted 
(Allow  J  Aeexs  enirai 


U.S.  TECHNOLOGIES 


8306  Wilshire  Blvd.,  Suite  335 
Beverly  Hills,  CA  90211 

(213)259-3523 


272     COMPUIE     WQyR83 


TOTAL 
CONTROL 


COMMAND 

CONTROL 

JOYSTICK 


•  ARCADE  QUALITY  CONSTRUCTION 

•  TWO  FIRE  BUTTONS  (TOP  &  BASE) 

•  ADAPTERS  TO  OTHER  COMPUTERS  AVAILABLE 

•  FULL  ONE  YEAR  WARRANTY 


FOR  ATARI  . 
FOR  APPLE 
FOR  TRS-80 


29.95* 

49.95*    INCL.  ADAPTOR 
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•ADD  S3  PER  ORDER  FOR  POSTAGE  AND  HANDLING  •  CHtCK.  MONEY 
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COMSTAR    AIR*  SHIPPING  WITHIN  2  DAYS     | 

AATARI 

VIO20 

48K  RAM  [FOR  40D1 

sns 

CARDBOARD  |3  SLOT  EXP.)          %  33 

64K  RAM  [FOR  400) 

135 

VIDEOPAK  WITH  lOK  140/80  COL)  250 

ALIEN  GROUP  VOICE  BOX  |D.T! 

139 

VIDEOPAK  WITH  64K  (40/80  COL)  319 

S.A.M.  jDj  SK 

46 

PRINTER  IHTEflFACE  [PAHALLEL)     55 

VAL  FORTH  jOj  24K 

36 

KIOS  AND  THE  VIC  (BOOK)              17 

BIT  3  80  COL.  BOARD 

2Bg 

16K  RAM                                     75 

TECHNICAL  NOTES 

Z5 

8K  RAM                                       45 

BOX  OF  DISKS  |I0| 

19 

RES  MON  (ASSEMBLER)  (C)             29 

PROWfllTEfl  PRINTER 

419 

RES  WRITER  (WORO  PROCI  (C|        29 

B  KEY  400  IKEVBOARBj 

39 

TURTLE  GRAPHICS  (C)                   29 

NEWPORT  PRDSTICK 

21 

VIC  FORTH  Id                              49 

PHEPPIE  ID.T]  16K 

19 

OUICK  BROWN  FOXIWGHD  PROC.)|C)     54 

EASTERN  fHONT  ID.Tl  16K 

24 

SHAMUS  |C|                                 29 

MINER  204gER  |C| 

35 

PROTECTOR  (C)                             33 

STAflBQWL  FOOTBALL  |D.T|  24K 

25 

CHOPLIFTER  (C)                            34 

TEMPLE  OF  APSHAI  |0.T)  32K 

29 

APPLE  PANIC  |C]                           34 

OIX  Id 

34 

TRASHMAN  |C|                             33 

FORT  APOCALYPSE  (D,T|3ZK 

24 

UNWDRQ  PBQCESSOfl  (Tj  5K           19 

PILDT  (C| 

S9 

STABFIGHTER  JOYSTICK                 14 

BASIC  A  ■  WITH  OS/A-  (0)  3ZK 

60 

CARDETTE  (CASS.  INTERFACE)         33 

ASTRO  CHASE  ID.Tj  32K 

24 

ASTROBLITZ  (Cf                             31 

BASIC  COMPILEfl  jOj 

75 

SWORD  OF  FAFG0ALITI21K           23 

BAJA  BUGGIES  [D.T|  16K 

23 

VICAT  (T)  BK                                20 

ATARI  BOOKKEEPER  |0)  48K 

119 

DEADLY  DUCK  (C)                         28 

ZAXXON  lO.Tj 

29 

TDTL  MAIL  LIST  |T)  13K                19 

commodore64^ 


•  HARDWARE  • 


CAU 


FROM  COMMODORE 

COAAMODORE  64  COMPUTER 
FROM  QUALITY  COMPUTER 

TIN  KEY  PAD  $69.95 

0  thru  9  keys,  ptus  ''.  /, ",  +.  -,  ..  antJ  ENTER  Keys  Easy  installation 

AUDIO/ VIDEO  CABLE  $9.95 

Hook  your  monitor  &.  stereo  up  to  your  e-a.  jnstiuclions  included  on 
hiow  to  I'un  external  sound  intcj  ihe  sound  chip  for  processing 

Special  program,  delii/ery  jUPS.  UPS  AIR),  and  extended  one 
year  warranly  tree  with  campuler  purciiase 

•  SOFTWARE  • 

ADD  $2.00  FOR  DISK  VERSIONS 

SPRITI  SHAPER™ 

REGULAR  VERSION 


$19.95 


See  (fie  Sprtie  take  lorm  as  you  design  ii  Use  5evera.t  dif'eienT 

shapes  in  a  program  Choose  color,  sue  ^nd  mote  Forms  tfie 

Dara  &  Poke  Statements  for  you 


DELUXE  VERSION 


$24.95 


Same  as  a&ove  except  it  allows  3  colors  per  Sprrte. 

SOUND  SHAPED 

REGULAR  VERSION  $9.95 

Tiy  diHereni  sellings  ot  ADSRh  *avelorms,  and  lillers  for  one 
vo'ce  by  simply  pressing  tur^clion  keys. 

DELUXE  VERSION  $14.95 

Same  as.  aDove  except  different  sellings  can  be  made  lor  eacfi 

of  itie  ihreti  voices.  Interaction  between  Ihe  vonces  can  be 

selecied  usmg  sync  and  ring  modulation 

QUAUTY  COMPUTER 

801  S.  VICTORIA  SUITE  105 
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HIGH  GRADE 
INTERFACE  CABLES 


Centronics-type  Cable  Assemblies 

36-pm  flat  interface  caWe  tor  Epson  and 
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male)  or  4-ft.  CCAP4S  (male  lo  lemalel 
Sug.  Rot;  S29.a0 

6-n.  CCAP6P  (male  !o  male)  or  6-f1-  CCAP6S 
(male  to  female)  Sug.  Ret:  $32.95 

RS232  Cable  Assemblies 

RS232  25  conductor  interface  cables  lor  all  standard  applicatiora, 
RS232U-P5P  5-ft,  (male  to  male)  Sug.  Ret:  S32.95 
RS232U-P10P  lO-f1,  (male  to  male)  Sug.  Rei:  $37.95 


H»R  ATARI  SOUNDS  THiiOUGH  YOUR  STEREO  SPEAKERS  WITH 
STEHEODAPTER  -  FOR  ATARI  800 

•  MO  ASSEMBLY  REQUIRED  •  CAN  USE  STEREO  HEADPHONES 
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STEREODAPTER  WITH  1G  FT  CABLE  $8  WITH  26  FT  CABLE  $10 

DEALER  INDUIAIES  INVITED 


C  =  CARTfllDGE 


0  --  DISK 


T  -  CASSETTE 


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nnuTi-in  nn  r-r        nn    _  Or SBRii clieck ordioniy ordBF. VISA, MC add 

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Your  computer  dealer  tias  many  other  Scooter'"  cable 
configurattons  available  alorvg  wliti  connectors,  semiconductors 
switcnes.  surge  protected  outlet  strips,  integrated  circuits  S  sockets 
and  electronic  components. 

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^\ 


Mav1<583     COMPUTf!     273 


POWER  LINE 
PROBLEMS? 


SPIKE-SPIKER®  ...THESOUmON 

Prelects,  orgoniies,  controls  computers  & 
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Whether  10  or  10.000  copies, 
let  RPL's  specially  engineered 
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RECORDED  PUBLICATIONS 
LABORATORIES 

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(609)  963-3000 


274     COMPUTi!     r/ov1983 


successful  journey  to  the  castle, 
so  that  you  can  kiss  the  princess 
and  be  transformed  from  a  frog 
into  a  prince.  Your  journey  must 
be  completed  within  60  seconds. 
You  must  cross  a  field  of  jousting 
knights  to  reach  the  castle  moat, 
and  then  hop  from  alligator  to 
snake  to  the  castle  gates.  The 
alligators  submerge  to  try  to 
catch  you.  Once  you're  at  the 
castle,  you  must  hop  into  the 
castle  gate  that  has  the  lips. 
Otherwise,  you  remain  just 
another  frog. 

A)it  Eater  is  a  two-piayer 
survival  game.  You're  an  ant 
who  journeys  to  the  surface  of 
the  earth  in  search  of  food  for 
your  colony  below.  On  the 
earth's  surface  you  are  exposed 
to  your  dreaded  enemy,  the 
anteater.  Since  you  know  the 
terrain  under  the  ground,  you 
can  lead  the  anteater  under 
treacherous  falling  rocks  that 
will  destroy  him.  You  can  create 
new  paths,  but  the  anteater  can 
travel  only  in  already  existing 
tunnels.  You  also  have  five 
deadly  eggs  that  can  be  released 
to  dispose  of  your  enemy.  If  you 
successfully  deliver  all  the  foocH 
to  the  colony,  you  will  be  chal- 
lenged bv  two  anteaters  in  the 
next  round,  and  bv  three  in  sub- 
sequent rounds.  The  speech  also 
increases  with  each  round. 

T[/po  is  an  educational  game 
that  blends  a  space  maze  theme 
with  both  spelling  and  typing 
drill.  The  purpose  of  the  game  is 
to  introduce  the  player  to  the 
typewriter-style  keyboard  of  a 
personal  computer.  Tifpa  can  be 
used  to  test  your  typing  skill; 
you  set  the  desired  words  per 
minute  (1  -  120  wpm)  that  you 
are  chased  through  the  maze. 
The  drill  consists  of  random  let- 
ters, words,  and  phrases.  You 
can  practice  spelling  by  putting 
your  own  word  list  into  the 
program. 

The  suggested  retail  price 
for  each  game  is  $44.95. 
Roiiiox,  Inc. 
501  VainicU  Way 
Campbell.  CA  95008 
(408)374-7200 


Voice  Synthesizer 
For  The  Color 
Computer 

Classical  Computing  has  intro- 
duced Speak  Up!,  a  program  for 
Radio  Shack's  Color  Computer. 
It  is  a  voice  synthesizer,  100% 
software,  and  has  a  small  text-to- 
speech  converter.  It  takes  just 
over  7K  of  memory,  and  allows 
users  to  access  it  from  BASIC  or 
Extended  Color  BASIC.  With 
Speak  Up!,  users  can  type  in 
words  and  sentences  to  be  spo- 
ken, or  add  speech  statements 
to  BASIC  programs  to  make  them 
talk, 

The  program  is  available  on 
cassette,  with  both  the  16K  and 
the  32K  versions  on  either  side. 
The  documentation  includes 
instructions,  a  sample  calling 
program  in  BASIC,  and  the  text 
to  speech  rules. 

Speak  Up!  is  the  first  product 


The  Rrat  and  Only  Syirtam  to  Backup 

DIskattra  Protected  by  Bad  Sectoring 

wHhout  modifk^tkin  to  your  drive. 


ATARI  DISK  BACKUP  SYSTEM  $49.^' 

Superckine  i$  the  onty  ATARI  dtskene  copter  system  thai 
lets  you  backup  just  about  ANY  copv  protected'  diskette . .  . 
inckjding  those  protected  by  'bad  sectoring  '  Bad  tracks  anid 
sectors  are  cheated  without  modifications  to  or  adiustments 
of  your  hardware.  Each  backup  dtskena  goneraietf  by  Super 
clone  tunctions  exactiy  like  the  origmai  ..  .self-booting,  etc. 
{in  fact,  we  suggaat  that  ydM  usa  the  backup  an.d  &ave  ihe 
original.  I 
Suparclone  irtcluPes: 

SCAN  ANALYSIS  -  Map  of  tJiskene  contants  I  Location  of 

data,  bad  sectors,  etc.) 

FORMATTING/SAD    SECTOR^NG    -    Non-ATARI    DOS 

formatiinQ  and  bad  track/sector  creation. 

BACKUP  '  Copies  just  about  ev«rvThing  we  can  find.  .  . 

regflrdSess  af  protection  scheimifl 
Suparclone  is  user- friendly  and  simple  to  use 
PIRATES  TAKE   NOTE:   SUPEftCLONE  only  allows  two 
copies  to  be  ms^e  of  any  specific  diskette^  ■    Sorry! If 

SYSTEM  REQUIREMEm^ 

Atari  400  or  800  Computer  /  48K  Mefnory 
One  Atari  810  Dbk  Drive  /  Pnntei  Optional 
AvfiilablB  at  your  computer  store  or  direct  fronn 
FRONTRUNNER.  Include  52.00  ($5.00  Foreign  Ordersl  for 
each  system.  DEALER  INQUIRES  ENCOURAGED. 

TOLL  FREE  ORDER  LINE: 
i24  Hrs.)  1-BQfr4<S-47at> 

In  Nevada  or  for  questions 
Call:  (7021  786-4600 
Peraonat  checks  allow  2-5 
weeks  to  clear.  M/C  and 
VISA  accepted.  Inciude 
shipping. 

316  CalitDmia  Avenue,  Suite  #712 
Reno,  Nevada  89509  -  (7021  786-4600 

Others  make  cfeims.  .  .SUPER CLONE  makes  copiesUt 
ATARI  is  3  Trademark  of  ATARI,  Inc. 


.*! 


WE  HAVE  DONE  IT  AGAIN! 


\ 


/^"  BYTE  the  company  you  have  come  to 
appreciate  for  such  high  quality 
games  as  Krazy  Antiks,  Krazy  Shootout,  K-star 
Patrol  and  Krazy  Kritters,  now  brings  you  the 
same  high  quality  wrapped  up  in  one  of  the  most 
advanced  and  informative  instructional  programs 
ever  developed.  Now,  in  your  own  home,  you  can 
teach  yourself  assembly  language  with 
K-BYTE's  6502  ASSEMBLER  LANGUAGE 
program. 

Upon  completion  of  this  self  learning,  self  testing, 
menu-driven  package,  you  will  be  able  to  enter  the 
fascinating  world  of  assembly  language 
programming.  This  well  rounded  and  versatile 
instructional  package  has  to  be  experienced  to  be 
believed.  Package  includes  disk  and  instruction 
bookletforuse  with  yourAtari  Home  Computer .  .  ., 
this  software  is  distributed  exclusively  by 


® 


tele  soft,  inc. 

P.O.  BOX  3456.  TROY,  MICH  48084 


Call  toll  free  to  place  your  order 
1-800-255-2000 

or  in  Michigan 
1-800-742-4242. 


This  Publication 

is  available  in  Microform, 


University  Microfilms  International 


Picasc  sttid  additional  informaiion 
tbr 


1  rl.l^1^L■  iil  ]"uhl ..  .iii.in  ■ 

Sln-i-l 

ritv 

Siatr 

Zip 

300  Nonli  Zei-b  RohJ,  I>p!,  PR.,  Ann  Arbiir.  Mi,  4R1I)6 


SPECIALS  OF  THE  MONTH 


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TIMEX    1DB0 S84, 

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XEROX    630 ...CALL 

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TELEUIDEO  910 S5fl9. 

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4^ 


Attache-style  cases  for  carrying  and  pro- 
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Accommodates  equipment  in  a  fully  oper- 
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remove  lid,  connect  power,  and  operate. 

AP101  Apple  II  with  Single  Drive  $109 
AP102   Apple  II  wflth  Two  Disk 

Drives  1 1 9 
AP103   Apple  II,  9  Inch  Monitor  & 

Two  Drives  129 
AP104  Apple  III,  Two  Drives  & 

Siientype  Printer  139 
AP105   13"  Monitor  with 

Accessories  99 

API 06  AMDEK  Color  Monitor  119 
RS201    TRS-80  Model  I,  Expansion 

Unit  &  Drives  109 

RS204  TRS-80  Model  111  129 
AT301    ATARI  Computers  with 

Peripherals  109 
P402      Centronics  730/737  & 

Radio  Shaclt  Printer  89 
P403      Epson  MX70/80  or 

Microline  82A  89 

P404  Epson  MX100  Printer  99 
P40S      IDS  560  or  Prism 

132  Printer  109 
P406      Starwriter/Printmaster 

F-10  Printer  119 
P407     Olddata  Microline 

83A  or  84  Printer  99 

P408  Prowrlfer  2  Printer  99 
P409      Prowriter  (Apple  Dot  Matrix) 

Printer  89 

IB501     IBM  Personal  Computer  129 

IB502     IBM  Monitor  99 

HP601  HP41  with  Accessories  99 
CM703  Commodore  Model  64 

with  Drives  119 
CM704  Commodore  Model  64 

with  Dataset  109 

NS010  North  Star  Advantage  139 
CC80  Matching  Attache  Case  (5")  8S 
CC90     Matching  Attache  Case  (3")    75 

CC91     Matching  Accessory  Case  95 

CCg2     5.25"  Diskette  Case  49 

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■{■hepi-iceis$29.95. 

Classical  Cotiiputiii'^,  Inc. 
P.O.  Box  12247 
Lcxiii^to)!,  KY  40582 

Joystick  For  Atari, 
Commodore  64, 
And  VIC-20 

Kraft  Systems  has  introduced  a 
joystick  for  the  Atari  400/800, 
Commodore  64,  and  VIC-20. 
The  joystick  has  a  spring  return 
that  provides  fiiigertip  control. 
Cursor  positioning  is  determined 
by  internal  switches,  made  to 
withstand  heayy  use. 

The  joystick  is  an  easily  held, 
plug-in  unit.  An  eight-foot  cord 
is  included.  Kraft  offers  a  one- 
year  limited  warranty. 

Krnft  Sy^tciiis  Compam/ 
450  W.  Ciilijoniia  Ave. 
Vista.  CA  92083 
(619)724-7146 


than  20  presentations  by 
teachers,  researchers,  and  soft- 
ware producers  from  the  Boston 
area.  For  registratit>n  forms  or 
additional  information,  contact 
Susan  Friel  or  Nancy  Roberts, 
Lesley  College,  29  Everett  Street, 
Cambridge,  MA  02238;  (617)868- 
9600. 

May  19-22,  Baltimore  Conven- 
tion Center,  Baltimore.  Marv- 
lanci  Computer  Show  &  Office 
Equipment  Exposition.  Show 
manager:  Dee  Harris,  Computer 
Expositions,  Inc.,  P.O.  Box  3315, 
Annapolis,  N4D  21403;  (301)263- 
8044;  toll  free  (800)368-2066  (out- 
side Maryland).  For  further  in- 
formation, contact  Linda  Roth, 
1413  K  StreeL  NW,  Suite  1200, 
Washington,  DC  20005;  (202) 
289-4687. 

May  21,  University  of  Ok- 
lahoma, Norman,  OK.  The  sixth 

annual  Spring  microcomputer 
Show  &  Tell  Conference.  Several 
discussic^ins  and  an  on-the-spot 


Kraft  Si/stems' 

jo}/stick  for  home  eoiiiputei 


CALENDAR 


May  14,  Lesley  College,  Cam- 
bridge, MA.  The  Fifth  Annual 
Computer  Conference  for 
Educators,  sponsored  by  Lesley 
College  and  the  Computer  Edu- 
cation Research  Coalition 
(CERC).  The  conference  will  be 
opened  bv  Samuel  Gibbon,  from 
Bank  Street  College,  discussing 
"Micros,  Whales,  Kids,  Boats 
and  TV."  The  luncheon  address, 
"Computers  in  Education,  The 
Leaderless  Revolution,"  will  be 
delivered  by  Dorothy  Deringer, 
from  the  National  Science  Foun- 
dation. Other  activities  include 
two  hands-on  workshops  in 
FORTH  and  Pascal,  and  more 


A 


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Make  Chei^ks  and  Money  Orders  payable  to: 
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Apple  is  a  Rejtistered  Tr^id&mark  uf  Apple  Compiiler.  Inc. 
Atari  is  a  Registered  Trademarli  of  Atari  Inc. 
TRS-80  is  a  ReBiBU'red  Trademark  of  the  Kadio  Shack 
Division  of  Tandy  Corporation. 


programming  contest  with 
prizes  are  planned.  Computer 
buffs  not  attending  the  confer- 
ence may  participate  by  submit- 
ting original  programs  for  publi- 
cation consideration  in  the  Con- 
ference PwccL'di)ii^s  and  for  a  prize 
competition.  Such  programs 
should  be  submitted  on  the  offi- 
cial forms.  For  further  informa- 
tion, sentd  an  SASE  to  Show  & 
Tell,  Dr.  Richard  V.  Andree,  601 
Elm,  Room  423,  Norman,  OK 
73019;  (405)  325-3410. 

May  24-26,  Palo  Alto,  California. 

A  three-day  course,  "Micropro- 
cessor Background  for  Manage- 
ment Personnel."  Instructor: 
James  Arlin  Cooper,  Sandia  Lab- 
oratories. Fee:  $565,  including 
text  and  program  materials.  In- 
formation/sponsor: Continuing 
Education  in  Engineering,  Dept. 
532N,  University  of  California 
Extension,  2223  Fulton  St., 
Berkeley,  CA  94720;  (415)  642- 
4151. 

June  9-11,  Watertown,  CT. 

Hands-on  workshop.  Microcom- 
puters in  Education,  sponsored 
by  Technical  Education  Research 
Centers  (TERC).  The  workshops 
are  designed  for  teachers  and 
administrators  at  all  levels.  Top- 
ics include  microcomputers  in 
math  and  science  instruction, 
Logo,  Pascal,  BASIC,  machine 
language,  and  microcomputers 
and  the  education  of  special 
needs  students.  For  information, 
contact  Ms.  Sharon  Woodruff, 
Director  of  Training  Services, 
TERC,  8  Eliot  St.,  Cambridge, 
MA  02138;  (617)  547-3890. 

June  14-16,  Washington;  July 
12-14,  Los  Angeles.  Technology 
Opportunity  Conference  (TOC), 
covering  the  convergence  of 
optical  storage,  vidcodisk,  and 
computer  technology.  Spon- 
sored by  the  publisher  and 
editors  of  Optical  Mouon/  h'cws- 
letter  bicliidin^  hileractivc  Vid- 
eodisks.  For  further  information, 
contact  Ed  Rothchild,  TOC,  P.O. 
Box  14817,  San  Francisco,  CA 
94114;  (415)  626-1133. 


June  18,  University  of  Wisconsin- 
Madison.  Microcomputers  in 
Education  Conference,  spon- 
sored by  the  Wisconsin  Center 
for  Education  Research,  a  non- 
instructional  department  at  the 
School  of  Education,  University 
of  Wisconsin-Madison.  The  con- 
ference will  explore  issues  and 
applications  of  microcomputers 
in  elementary  and  secondary 
schools.  Contact  Suzanne  L. 
Zemke,  WCER,  Room  785A, 
1025  West  Johnson  Street,  Madi- 
son, Wisconsin  53706; 
(608)  263-4200. 

July  20-22,  and  July  25-27, 
Eugene  Hilton  and  Convention 
Center,  Eugene,  Oregon.  Two 

summer  conferences,  sponsored 
by  the  University  of  Oregon's 
College  of  Education.  July  20-22: 
Computers  -  Extension  of  the 
Human  Mind  11,  an  expansion  of 
last  summer's  conference  "com- 
puters in  education"  theme, 
with  a  look  at  specific  classroom 
applications  and  current  research 
in  the  field.  July  25-27:  Education 
for  the  Gifted  -  Patterns  for  the 
Future,  emphasizing  future  di- 
rections, issues,  and  potential  of 
education  for  the  gifted.  Fees: 
S95  each,  or  both  for  S175.  For 
further  information,  contact: 
Summer  Conference  -  1983,  Col- 
lege of  Education,  University  of 
Oregon,  Eugene,  Oregon  97403; 
(503)  686-3405. 

COMPUTE!  wclcoinc^  notices  of  iip- 
coniiii^  fi'cnti  and  n'qin;sts  that  the 
sponsors  send  n  short  description,  their 
name  and  phone  number,  and  an  address 
to  which  interested  readers  may  write  for 
further  information.  Please  semi  luilices 
nt  least  three  motitlis  before  Hie  date  of  die 
event,  to:  Calendar,  P.O.  Box  5406. 
Greensboro,  NC  27403. 


New  Product  releases  are  selected  from  suh- 
misskvis  for  reasons  of  timeliness,  available 
space,  and ;^eneral  interest  to  iiur  readers.  We 
regret  thai  we  are  unable  to  select  all  ncic 
product  sulnimsions  for  publication.  Readers 
ibould  be  aware  that  we  present  here  some 
edited  oersion  of  material  i^uhntilled  in/  ven- 
dors and  are  uiiai'le  to  iviieli  for  its  accuracy 
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L*Slick  RAF  Siyi«  Joyiiitii  S  3fi 
Micid  T»k  33k  R*m  C*rd  S  9? 
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PERCOM 
Ar.i,  S.PhflJi  DiMiiir  S*49 

AlBii  Dmblr  ^fniilv  MM 

PRICES  SUBJECT  TO  CHANGE  WITHOUT  NOTICE 

Ciir'»nHi|„..fi  lur  UF3  bro*n  ||rc>uT>dJ  .r  9ft  fu.  UPS  hiu*  [nrj,  FirectPwi, 


400  iiGKisoperJ  $229 

BOO  (48K)    S&?Sr  S498 

MX     80        .S&*6-  S439 
MX  ■  SOFT  .SM5'     S539 

MX     100     .SSSS"  S689 

Pnsm     80  w/coloi   ,£i^^  S1329 

Pnsm  132  w. color  ,SJ^995'  $1549 

FOURTH  DRIVES      I  Vt.  warraniy  S279 

Conirollet    w/AppleS.S  DOS  S89 


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P*ddln. 


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It  Chiirjf       J6  0U 

iponcv  QfUcfi.  iinLt  hdiiX  *  iif  I  honaitd  irnmcdiilely. 

tur  pervifti^  chft  11%  m  i  Inr. 

niF  or  cHChiri'iiici.  No  iftacrdi  iin  opcr^fd  MiftwJK'.  CjII 

liifrt  s  wJirjnry.  SanVii  i*ni|  Apple  wjirr.ml)'  irjiljhk. 
Flr«.(Fonic  repairs  <vilh  HP,  [)vtM%iJ.ii.  Piancrr,  Sjnyo  » 


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atO 
ConTFuiiii 

CJ^»eV  S    79 

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■HaTiA 
Eiit«  I  S319 

Ehiell  S499 

CdFiicuil..      Fou(  Drivn  S109 

l|ii)TERFACE  CARDS 
IbK  RAM  CARDS 
ALS  S  $^ 

MPC  Al>  H  5149 

MiEiDifh  »AM  I  S   99 

WiElDMtT  S    '» 

Piom«ih>ui  5139 

W COLUMN  CARDS 
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aL&S"»«tt,fm  5259 

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MISCELLANEOUS 


Un.»c[ul  ModillllC 

WISCCLLANroUS  CARDS 
CCS 

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5129 
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SIEK 
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BIZCOUP 
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^^ehat 


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IN  OREGON! 


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CALL  FOR  COMPLETE  LINE  OF  SOFTWARE 


HARMONY  VIDEO 
&  ELECTRONICS 

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***    SUPER  DISCOUNTS    *** 

APPLE 

RETAIL  OUR  PRICE      1 

ASHTON-TATE 

aiase  II  (IBM  or  CP/M) 

700  00 

449  00 

BBODERBUNO 

Chopiilter 

34  95 

25  00 

Seipeaiine 

34  95 

25  00 

Arcade  Mscsiite 

34  96 

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CONTINENTAL 

Tne  Home  Accountani 

74  95 

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1S1  Class  Mail /Form  Leller 

99  95 

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EDU-WARE 

Compu-Reaa 

29  95 

22,00 

Spelling  Bee  w/Read   Prim 

39  96 

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INFOCOM 

Zork  1 

35  95 

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Zork  II 

39  95 

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Zork  111 

39  95 

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MICROSOFT 

Muiliplan 

Z75  00 

18900 

MUSE 

Castle  Wollenslein 

29  95 

23  00 

ON-LINE 

ScreenWnle:  II 

129  95 

36.00 

Ffogger 

34  95 

24.00 

General  Manager 

229  95 

161  00 

LLiima  II 

59  95 

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SORCIM 

SuperCalc 

395  00 

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PFS    File 

125  00 

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96  00 

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125  00 

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PFS   File/ReporUGraph 

345  00 

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SPI^NAKEfl 

Snooper  Troops  1 

44  95 

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Snooper  Troops  ! 

44  95 

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Slory  Macnine 

34  95 

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face  Maker 

34  95 

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D  B  Masler 

229  00 

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250-00 

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300,00 

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250  00 

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Kiall  Joyslick 

64  95 

49  00 

T  G  Joyslick 

59  95 

45  00 

T  G  Game  Pafldies 

39.95 

30  00 

\ensmg[on  System  Saver  Fan 

89.95 

69  00 

Veroaim  DisKelles/lO 

49  DO 

30  00 

Hayes  Hicromooem  II 

379.00 

266  00 

Hayes  Micromooem  ii 

yy/Term    prog 

409  00 

299  00 

Amoek  Color  i  Monilor 

499  00 

339  00 

Amflek  Color  il  Monitor 

889  00 

749  00 

ATARI 

APX 

Family  Castv  flow 

22  96 

17  75 

Vioeo  Math  Flash  Cards 

16.95 

12  50 

ATARI  INC 

Ceniipeae 

44.95 

32  00 

Detenaer 

44  95 

32  00 

E  T   Phone  Home 

4995 

38  00 

Galaxian 

44  95 

32  00 

Home  Filing  Manager 

49  95 

36  00 

My  First  Alphaoet 

34  95 

26  00 

PILOT  iHome  Packjgei 

79  95 

69  00 

aflODERBUND 

CtiDpiilte! 

34.95 

25  00 

Serpentine 

34.95 

25  00 

DATASOFT 

Canyon  Climoer 

29.95 

22  00 

Spell  Wizard 

79  97 

59  00 

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?9  95 

22  00 

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39  95 

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39  95 

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49  96 

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Zork  1 

39  95 

27.00 

Zork  II 

3995 

27  00 

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39  95 

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34  96 

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Oiiima  II 

59  95 

39  00 

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Goit 

39  95 

29  00 

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Snooper  Troops  1 
Snooper  Troops  2 
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44.95 
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APPLE    IBM    CP/M    ATARI    COMMODORE  &  TRS  80 

Wr'ie  01  call  lor  Iree  catalog 

TO  ORDER  CALL  1-714-951-5596 

8  00  A  M  -8  00  P  M    PST 

Monday-Saturday 

Orcers  cierJiied  toi  call  Prices  suPieci  to  change 

Visa/ Mastercard  add  3% 

Personal  checks  allow  2  weeks  to  clear. 

CA  residenls  add  6%  sales  tax 

Shipping  and  handling  add  $3  OO  (haroware  enlra) 

CENTURY  MICRO  PBODLCTS 

P  0    Bo«  2520 

Mission  ViejO   Ca   92690 


280     COMPUIB     MOVW83 


CAPUTE! 

Moditicotions  Or  Corrections  To  Previous  Articles 


Atari  Boggier 

In  the  Atari  version  of  this  game  (Program  2,  p. 
84)  from  the  March  1983  issue,  in  line  870  the  "OK" 
is  missing  from  the  third  POKE  statement. 

Direct  Atari  Disk  Access 

Two  changes  are  required  to  Program  3  from  this 
article,  which  appeared  on  page  154  of  the  tvlarch 
1983  issue.  The  "  {CLEAR"  within  braclcets  in 
lines  30  and  40  should  be  removed.  The  111  M} 
means  type  CTRL-M  eleven  times.  The  {4  DEL- 
LINE}  means  type  ESCape-SHIFT-DELETE  four 
times. 

Atari  l\Aenu  Printer 

If  a  file  name  takes  the  maximum  eight  characters 
plus  a  three  character  extension,  this  program 
from  the  March  1983  issue  (p.  165)  will  produce 
an  ERROR  5  at  line  780.  To  correct  this,  DIMension 
S$  to  14  instead  of  13  in  line  130. 

>Uari  Lister 

In  addition  to  the  changes  to  this  program  (January 


1983  issue,  p.  191)  given  in  last  month's  CAPUTE!, 
it  is  also  necessary  to  change  the  ;FOR  X  =  0  TO  T: 
in  line  32710  to  :FOR  X  =  1  TO  T: 

To  avoid  an  ERROR  9  message,  change  line 
32700  to 

32700  T  =  0:TRAP  32705:DIM  AS(5) 

and  add  TRAP  40000:  to  the  beginning  of  line 

32705. 

Apple  Disk  Space  Messages 

In  certain  circumstances,  it  is  possible  that  this 
program  from  the  January  1983  issue  (p.  56)  can 
cause  DOS  to  wipe  out  the  catalog  for  a  disk. 
Donald  Box  suggests  adding  the  following  two 
lines  to  eliminate  this  danger: 

35    L    =    PEEK(72):    H    =    PEEK(73) 
120    POKE    72,L:    POKE    73,H:    NEW 

VIC  Micromon 

The  following  corrections  to  the  Micromon  code 
published  in  the  November  1982  issue  (p.  172) 
will  solve  the  problems  with  disk  access.  (The 
changes  are  given  in  hexadecimal.) 

LOCATION    OLD  DATA    CORRECT  DATA 


4002 

12 

15 

4013 

19 

F9 

4014 

43 

FD 

4319 

20 

00 

431A 

F9 

00 

431 B 

FD 

oo 

COMMODORE 

CBM  64 $425,00 

VIC-20 $149.95 

1525  Printer S3T9.95 

1541  Disk  Drive S325.95 

VIC  Modem S90.00 

1520  Color  Printer/Plotter   .  .3179.95 
Color  Monitor S269.95 

CARDCO 

Card  Board S27.95 

Cardette S27.95 

Cardwritter $27.95 

Card  ? S59.95 

DA  TA  20 

16K  RAM  Expansion S74.95 

Video  Pak  w/16  K  RAM  ....  5215.95 
Printer  Interface S55.95 


SPECIALS 


MIDWEST  MICRO 

Terminal  40 $26.95 

Un-word  Processor  2 SI  6.95 

Printer  Interface $49.95 

SCIENTIFIC  MICRO  TRONICS 
6       slot       expansion       motherboard 
Buffered  w/power  suppiv  .  .  .  .$89.95 
Color  monitor  cable 319.95 

INDEPENDENT  FOR  ATARI 

BIT-3 

Full  view  80 $299.95 

32K  RAM  expansion $149.95 

MICRO  CONNECTION 

Direct  connect  modem  w/tp-850  not 

needed $199.95 

Auto  dial  auto  answer  opt.  .  .  .565.00 


AMDEC  COLOR  I  MONITOR 


"THE  DATA  BASE* 


FOR  VIC-20,  64  -  BY  )OHN 
CAI.HOUN.  REQUIRES  DISK 
DRIVE  AND  16K. 

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MICROTEK 

16K  RAM  expansion 579.95 

32K  RAM  expansion $108.00 

Centronics  printer  cable S29.00 

Serial  cable $29.00 

MOSAIC 

32K  RAM  expansion $130.00 

Expander $98.00 

Adapter $70.00 

MPC 

16K  RAM  expansion S84.95 

32K  RAM  expansion S141.95 

SYMTEC 

Light  pen S1 15.95 


ZScmJiLi 


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HOT  LIME:   1-800-821-92a7 


Maviwa   coMPirn!   sai 


COMPUTE!  Back  Issues 


Here  are  some  of  the  applications,  tutorials, 
and  games  from  available  back  issues  of 
COMPI/IE!.  Each  issue  contains  much, 
much  more  than  there's  space  here  to  list, 
but  here  are  some  highlights: 

February   1981:  Simulating  PRINTUSING, 
Using  the  Atari  as  a  Terminal  for  Telecom- 
munications, Attach  a  Printer  to  the  Atari, 
Ctauble  Density  Graphing  on  CIP,  Commo- 
dore Disk  Systems,  PET  Crash  Prevention, 
A  25<J  Apple  II  Clock. 

May   1981:  Named  GOSUB/GOTO  in 
Applesoft,  Generating  Lower  Case  Text  on 
Apple  II,  Copy  Atari  Screens  to  the  Printer, 
Disk  Directory  Printer  for  Atari,  Realtime 
Clock  on  Atari,  PET  BASIC  Delete  Utility, 
PET  Calculated  Bar  Graphs,  Running  40 
Column  Programs  on  a  CBM  8032, 

June   1981:  Computer  Using  Educators 
(CUE)  on  Software  Pricing,  Apple  II  Hires 
Character  Generator,  Ever-  expanding 
Apple  Power,  Color  Burst  for  Atari,  Mixing 
Atari  Graphics  Mtxles  0  and  8,  Relocating 
PET  BASIC  Programs,  An  Assembler  In 
BASIC  for  PET,  QuadraPET:  Multitasking? 

July   1981:  Home  Heating  and  Cooling, 

Animating  Integer  BASIC  Lores  Graphics, 
The  Apple  Hires  Shape  Writer,  Adding  a 
Voice  Track  to  Atari  Programs,  Machine 
Language  Atari  Joystick  Driver,  Four  Screen 
Utilities  for  the  PET,  Saving  Machine 
Language  Programs  on  PET  Tape  Headers, 
Commodore  ROM  Systems,  The  Voracious 
Butterfly  on  OSl. 

August  1981:  Minimize  Code  and  Maximize 
Speed,  Apple  Disk  Motor  Control,  A 
Cassette  Tape  Monitor  for  the  Apple,  Easy 
Reading  of  the  Atari  Joystick,  Blockade 
Game  for  the  Atari,  Atari  Sound  Utility, 
The  CBM  "Fat  40,"  Keyword  for  PET,  CBM/ 
PET  Loading,  Chaining,  and  Overlaying. 

October  1 98 1 :  Automatic  DATA  State- 
ments for  CBM  and  Atari.  VIC  News, 
Undeletable  Lines  on  Apple,  PET,  VIC, 
Budgeting  on  the  Apple,  Switching  Cleanly 
from  Text  to  Graphics  on  Apple,  Atari 
Cassette  Boot-tapes,  Atari  Variable  Name 
Utility,  Atari  Program  Library,  Train  your 
PET  to  Run  VIC  Programs.  Interface  a  BSR 
Remote  Control  System  to  PET,  A  General 
Purpose  BCD  to  Binary  Routine,  Converting 
to  Fat-40  PET. 

December  1981:  Saving  Fuel  $$  (Multiple 
Computers:  versions  for  Apple,  PET,  and 
Atari),  Unscramble  Game  (multiple 
computers).  Maze  Generator  (multiple 
computers).  Animating  Applesoft  Graphics, 
A  Simple  Printer  Interface  for  the  Apple  II, 


A  Simple  Atari  Wordprocessor,  Adding 
High  Speed  Vertical  Positioning  to  Atari  P/ 
M  Graphics,  OSl  Supercursor,  A  Look  At 
SuperPET,  Supermon  for  PET/CBM,  PET 
Mine  Maze  Game. 

January  1982;  Invest  (multiple  computers), 

Developing  a  Business  Algorithm  (multiple 
computers),  Apple  Addresses,  Lowercase 
with  Unmodified  Apple,  Cryptogram  Game 
for  Atari,  Superfont:  Design  Special 
Character  Sets  on  Atari,  PET  Repairs  for 
the  Amateur,  Micromon  for  PET,  Self- 
modifying Programs  in  PET  BASIC,  Tiny- 
mon:  a  VIC  Monitor,  Vic  Color  Tips,  VIC 
Memory  Map,  ZAP:  A  VIC  Game. 

February    1982:  Insurance  Inventory 
(multiple  computers),  Musical  Transposition 
(multiple  computers).  Multitasking 
Emulator  (multiple  computers).  Disassemble 
Apple  Programs  from  BASIC,  Plotting 
Polar  Graphs  on  Apple,  Atari  P/M  Graphics 
Made  Easy,  Atari  PILOT,  Put  A  Rainbow 
in  your  Atari,  Marquee  for  PET,  PET  Disk 
Disassembler,  VIC  Paddles  and  Keyboard, 
VIC  Timekeeping. 

March   1982:  Word  Hunt  Game  (multiple 
computers).  Infinite  Precision  Multiply 
(multiple  computers).  Atari  Concentration 
Game,  VIC  Starfight  Game,  CBM  BASIC 
4.0  To  Upgrade  Conversion  Kit,  Apple 
Addresses,  VIC  Maps,  EPROM  Reliability, 
Atari  Ghost  Programming,  Atari  Machine 
Language  Sort,  Random  Music  Composition 
on  PET,  Comment  Your  Apple  II  Catalog. 

April  1982:  Track  Down  Those  Memory 
Bugs  (multiple  computers),  Shooting  Stars 
Game  (multiple  computers),  Intelligent 
Input  Subroutines  (multiple  computers), 
Ultracubc  for  Atari,  Customizing  Apple's 
Copy  Program,  Using  PET/CBM  In  The 
High  SchiK)l  Physics  Lab,  Grading  Exams 
on  a  Microcomputer  (multiple  computers). 
Atari  Mailing  List,  Renumber  VIC  Programs 
The  Easy  Way,  Browsing  the  VIC  Chip, 
Disk  Checkout  for  PET/CBM. 

May  1982:  VIC  Meteor  Ma:e  Game,  Atari 

Disk  Drive  Speed  Check,  Modifying  Apple's 
Floating  Point  BASIC.  Fast  Sort  For  PET/ 
CBM,  Extra  Atari  Colors  Through  Artifact- 
ing,  Life  Insurance  Estimator  (multiple 
computers),  PET  Screen  Input,  Getting  The 
Most  Out  Of  VlC's  5000  Bytes. 

June  1982:  Outpost  Game  (multiple  com- 
puters), Apple  Pascal  Lister,  Income  Property 
(multiple  computers),  VIC  Intelligent  Video- 
disc System,  Atari  Disk  Operating  Systems, 
PET/Apple  Search.  A  Self-mcxlifying  Atari 
P/M  Utility,  Use  Atari  Joysticks  with  VIC, 
VIC/PET  Program  Transfers. 


July  1982:  Gold  Miner  Game  (Atari  and 

VIC),  IRA  Planner  (multiple  computers), 
Atari  Video  Graphics,  Apple  IXIS  Changer. 
Super  QuadraPET,  VIC  Overview,  Maze 
Race  (multiple  computers).  Direct  Access 
File  Editor  (PET  and  Atari),  VIC  Super 
Expander  Memory  Map,  LJsingTho  6560 
Video  Interface  Chip,  PET  Compactor, 
Headless  FORTH  Metacompilation,  Test 
RAM  Nondesrructively  (multiple  computers). 

August  1982:  The  New  Wave  Of  Personal 
Computers,  Household  Budget  Manager 
(multiple  computers).  Word  Games  (imiltiple 
computers),  Color  Computer  Home  Energy 
Monitor,  Intelligent  Apple  Filing  Cabinet, 
Guess  That  Animal  (multiple  computers), 
PET/C:BM  Inner  BASIC,  VIC  Communica- 
tions, Kcyprint  Compendium,  Animation 
With  Atari,  VIC  Curiosities,  Atari  Substring 
Search,  PET  and  VIC  Electric  Eraser. 

September  1982:  Apple  and  Atari  and  the 
SiHinds  of  TRON,  Commodore  Automatic 
Disk  BtHit,  VIC  Jtiysticks,  Three  Atari  GTIA 
Articles,  Color  Computer  Graphics,  The 
Apple  Pilot  Language,  Sprites  and  Sound  on 
the  Commodore  64,  Peripheral  Vision  Exer- 
ciser (multiple  computers),  Banish  INPLIT 
Statements  (multiple  computers),  C^^harades 
(iiuiltiple  computers),  PET  Pointer  Sort, 
Vie;  Pau.se,  Mapping  Machine  Language, 
Editing  Atari  BASIC  With  the  Assembler 
Cartridge,  Process  Any  Apple  Disk  File. 

Home  and  Educational  COMPUTING! 

(Fall  I98I  and  Summer  1981  -count  as  one 
back  issue);  Exploring  The  Rainbow 
Machine,  VIC  As  Super  Calculator,  Custom 
Characters,  Alternate  Screens,  Automatic 
Line  Numbers,  Using  The  Joystick  (Spacewar 
Game),  Fast  Tape  Locater,  Window,  VIC 
Memory  Map. 


Back  issues  are  $3  each  or  six  for  $1 .'». 
Price  iiu  ludes  f'iciglu  in  llu.'  US.  Outside 
ihe  IS  add  SI  per  inagii/ine  ordered  for 
Miifate  jxjstage.  S4  per  niaga/iiie  lor  air 
mail  postage.  All  back  issues  siibjeci  lo 
availai)ility. 

In  the  Continental  US  call 

TOLL  FREE  800-334-0868 

(In  NC  Call  919-275-9809) 

Or  write  to  COMPUTi!  Back  Issues,  P.O. 
Box  5406,  Greensboro,  NC  27403  USA. 
Prepayment  required  in  US  funds. 
MasterCard,  Visa  and  American  Express 
accepted.  North  Carolina  Residents  add  4% 
sales  tax. 


282    COUtWt!    May  1983 


Wasting  Money?  We  Have  ttie  Worlds  Most 
Cost  EHective  Development  System. 


Send  for 
Free  BrochLre 

VISA  AND 

HftSTERCABD 

ACCEPTED 


•  Incliifles  H..Mki;  1  0,  apowertLiI  lOO'^a 
machine  codf?  edjfor  debugger 
ulilily  program  Ihal  makes  COdiAg 

^^^       (cw  8-biI  Micros  a  snap 
■b^H^,4  •  Program  Irom  Commodore  VlC-20 
"  ^^Z     keyboard  inia  buiH-m  4K  ROM 
«?rnijliTor 

•  Jumper  <o  iargel  HOW  sockcl 

•  Tc^t  programs  in  circuil 

•  Buill-m  EPHOW  programmer  afid 
powi;(  Supply 

•  Bum^  &  tujis  EPflOMS  lor  ihe 
Commodore  VJC-?0.  loo 

•  Comprehensive  manuals 

•  Fits  EXPANSION  PORT 

PROMOUEEN  CARTRfDGE 
ONLY  S199  U.S.  S269  CAN. 


+  Prices  U.S.  Can. 

PrornqueGn64  S299.00     S399.00 

SK  board  w  1  Sprom  S  29,95     S   39,95 

16K  board  w  1  Eprotn  S  39.95     S  49  95 

8K  ROM  board 

w/  1  Eprom-C64  $  39.95     S  49.95 

Distributed  in  U.S.  by  AfbUtUS  Total  Soft,  lOG. 

4202  Meridian.  Suite  214 

Bellingham.WA  98226 

Ph   BOO-426-1253,  in  Washington  206-733-0*104 

Distributed  in  Canada  by 

IBC/DlstributJon  Canada 

4D47  Gamble  St..  Vancouver.  BC  V5Z  2X9 
Ph  604-879-7812 


VIC  &  64 

BEA  COPY   CAD 

(CASSETTE  AIDED  DUPLICATOR)  NOW  YOU  CAN 
MAKE  BACKUP  COPIES  OF  ALL  THE  COSTLY. 
NONSAVEABLE  CASSETTE  PROGRAMS  YOU 
BOUGHT 

OUR  BACKUP  VI  .O  UTILITY  PROGRAM  WILL 
LET  YOU  MAKE  DUPLICATES  THAT  RUN. 

BACKUP  V1.0  WILL  WORK  WITH  A  STANDARD 
5K  UNEXPANDED  VIC   MEMORY  EXPANSION  IS 
REQUIRED  TO  COPY  POOGRAMS  LONGER  THAN 
3K  BYTES 

S24.95 

PLUS  S2  00  SHIPPING  &  HANDLING 

CENTER  LINE  MFG.  INC. 

P.O.  BOX  205 

MILFORD  SQUARE.  PA  18935 

(215)  536-2135 

VISA,  MASTERCARD.  AND  MONEY  ORDERS 
PA   RESIDENTS  ADD  BVa  SALES  TAX. 

VIC  IS  A  TRADEMARK  OF  COMMODORE 


VIC-20 

COMMODORE  64 

APPLE  II 

THE  RECIPE  BOX 

Now  you  Can  easify  store  and  recall  yoar  favonie 
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Thai  comes  wrth  mese  addrtronal  leaTures 
SEARCH  av  UrtiREDlEHT  -  OnJ^  have  a  pour>d  of 
hamburgw  in  ihe  Ifftejer^  Let  THE   RECIPE  SOX 
show  you  all  y>e  recipei  thai  you  have  on  iiie  thai  use 
hambuiger,  qt  any  aihef  ■rigred'eni  you  choose 
SEARCH  SY  CATEGORY  -  CtxJe  you.  rec-pes  as  to 
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AUTOMATIC  MEASUREMENT  —  THE  PECIPE 
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SCREEN  OR  PRINTED  OUTPUT  —  Have  primed 
copies  to  use  <r  the  kiicfien  of  give  to  ff>enCs 

THE  RECIPE  BOX  requires  one  disk  d»-ive  arxJ  wili; 
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Please  swafy  Send  chec^  or  manev  order  (or 
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Aries  Marketing  Co. 
P.O.  Box  4196 
4200  Shannon  Drive 
Baltimore,  Md.  21205 

Md.  residents  add  5%  sales  tax 


FOR  ATARI^^ 

Specialty  Software 

ZIZA  PRESENTS 

Educational  Programs 

•  CHRISTIAN  SIGNS  &  SYMBOLS 

in  colorful  graphics.  Latifi  &  Greek  crosses. 
Sign  of  the  Fish,  Chrismon.  Monogram  of 
Jesus.  r\/lanymore.  Music.  Excellent  (or 
home  study  or  Church.  Tape  1&K  14.95  Disk 
24K16  95 

•  THE  STORY  OF  CREATION 

as  It  is  in  the  Bool<  of  Genesis,  Text  in  King 
James  version.  Learn  original  Hebrew  words. 
High  res  graphics.  Over  forty  frames!  Creation 
of  [VJan  in  animation.  A  learning  experience. 
Disk  only.  48K  19.95 

Ziza  Presents  Inc. 
2257  Independence 
Ann  Arbor,  Ml  48104 

CIneck  or  money  order 
IVIichigan  residents  add  4%  tax 
Atari  TM  of  Atari  Inc. 


LARGEST  Selection  of 
Computer  Books 

ON  THE  east  coast 

Books  shipped  within  24  hours 

Toll-tree  order  line 

Retail  discounts  +   terms 

Individual  orders  accepted 

(prepayment  required) 

We  stock  the  latest  books  from: 

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A  resort 

Ballinger 

Birkhauser 

Brady 

William  C.  Brown 

CBI 

Chilton 

Compusoft 

Compute! 

Creative  Computing 

Design  Enterprise 


W,H.  Freeman 

Harper  &  Row 

Hayden 

McGraw-Hill 

Osborne 

Que 

Howard  W.  Sams 

Sybex 

TAB 

Weljer 

John  Wiley 


Call  Of  write  for  our  complete  catalog 

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TO  1/258- 1  177  800/638-4108 


'H^^'    THE  MOST  COMPLETE  LIST  OF 
EDUCATIONAL  COLOR  COMPUTER  • 
PROGRAMS  IN  THE  UNITED  STATES 


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A  parlial  lisl  — 

•  Add  •   Biology 

•  Algebra  •  Weaiher  Forecaster 

•  Alphabet  *  Physics 

•  Planeiarv  Positions 

■   Flash  cards  (or  German,  French 
Spanish,  Slates  and  Capitars 

Programs  lor  —  TflS  80  Color  Computer. 
VIC  20.  Atari  400,  Timex-Sinclair 

Many  morel   From   Kindergarten  through  gradjale 
courses    Air  cassettes  *^'^  each    Wnie  for  free  Jisi 


MOSES  ENGINEERING  COMPANY 

P   O    Sox  1I03S  *  Ardmore  Hwy    Station 

HjntsviKe.  Alabama  35305 

(M5j  a3?-3356 


«VIC-20» 

CASSETTE   SOFTWARE 
FOR  THE   STANDARD   VIC 

MODULAR    MUSIC $20.00 

Easy  compos*  &  cdil. 
Save  to  tape  loo! 

MICRO-SyNTH SISOO 

Scales ,  octavei ,  envelopes 

EL-CALC S15.00 

Simplify  circuit  design 
DEMO- VIC $10.00 

A  useful  program  (Or 

all  VIC  owners 

(plus  $VSO  postage&handling) 
N.V.S.  Residents  add  7%  SalesTax 

Dealer  Inquiries  Invited. 

Send  ct^eck  or  money  order  to  : 

6224Tfansit  Rd.  ,Depew,|s|.Y.  14043 

*VlC-20is  a  reg.  trademark  of 
Commodore  Business  Maetiines.lnc. 


SOFTWARE 
COMMODORE  64 


ThsSta/f:  Polyphonic  Music  Editors  generator. 
Enier  up  to  93  measures  of  3  part  harmony  on 
easy  to  use  graptiic  display.  Disk:  S22.95  (or 64. 
S17.95  lor  VIC-  Tape:  S19.95  lor  M.  $14.95  for 
vtC.  Add  J1.50  (or  Postage  and  Handling, 
Cfieck  or  Visa.  Master  Card  accepted. 

We  have  a  large  selection  o(  sodware  (or  Ihe 
M— Word  Processors,  Data  Base.  Mailing  List. 
Accounting  Package. Spreadsheet.  Education- 
al Applications.  Home  and  Personal  Record 
Keeping,  Programmers  Aids.  Games. 


ASK  FOR  FREE  CATALOG 


PROFESSIONAL  MICRO  SERVICE 

100  W.  22nd  St.,  P.O.B.  7268 

Baltimore,  Md.  21218 

301-366-0010 

Dealer  inQuirles  invKed. 

Commodore  64  is  a  regis  tared  Irademarti  of 
Commodore  Business  Machines. 


Mav1983     COMPUrei     283 


VIC-20? 
Stock  Portfolio? 


Do  you  know  todays  value  oj  your  porljolio? 

Do  you  know  the  profit  or  loss  on  your  port foiio? 

Get  it  together  with: 

"Portfolio  Manager" 

Requires  16K  RAM  Expansion  a  — a   f\c 
Program  nn  Cassette  Tape:  %p^y  m7J 


SEND  CHECK  OR  MONEY  ORDER  TO: 


BASIC  BYTE,  INC. 


P.O.  BOX  924.  SOUTHFIELD.  .M!  48n.17-n93-4 

Phone  Orders:  1-800-835-2246  Ext.  237 
Kansas  Residents:  1-800-362-2421  Ext.  237 

V]S.A  AN-p  M.^SlTKt:AR[}  Ai.x:HPiEn 
.\\ichipir  Kcuacnls  idd  4  r  Sitc^  Tax 

-  DEALER  INQUIRIES  INVITED  - 


New!  Unique!  Joy  Stick  Holder 


TRAY  APPROX    to 


JOV  STICK  NOT  INCLUDED 


Only  $9.95  each 

■For  use  on- Alan  400/800  Vic-SOCompuief  Radio  Shack 
Texas  Insirumenls.  Sears  Video  Aicade  *  Alan  VCS 
■Greaicr  Accuracy      'Reduces  Faligue    "Jusi  Snap  m  place 
'Real  Arcade  Action  'Highei  Scorrng      'Resis  or  lap 

■  ■■^■DEALER  INQUIRIES  INVITED!^  ^H 
Send  check  or  money  orCnr  lor  $9.95  •  S200  (Postage 
and  Handling)  -  Total  S1 1  95  each 
TO   THEND-TEK  CORP. 

P  O  Bo«  1393,  N   Miami  Beach,  FL  33160-1393 

PLEASE  PfriNI 

Enclosed  is  my  check  tor  S  

Please  send  me  Joy  Slick  Holders 


TIMEX 

SINCLAIR 

1000 

SiNGLAIRZXSI 

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SOFTSYlMC^IlMiL 


14  E.34t)iSt.NY,MY  10016 
212-e85-2G80 


Address 
City 


■    inAV  COLOR  UAV   UARV  SORRV  N^  OD    S^« 


VIC-COMMODORE- 
HOBBYIST 

VIC  20  4  slot  expaticJer  board  S44* 
COMMODORE  64  7  slot  expandt^r 
board  S69* 

VIC  20  24  static  RAM  with  slots 
for  up  to8K  EPROM  $159* 

COMMODORE  64  EPROM  card  slots 

forupto4  2732  EPRGMs         S59* 

VIC  20/COMMODORE  64  300 
baud  modein  with  terminal  emula- 
tor software  $89* 
8085  based  CRT  electronics   $249* 

•plus  shipping  and  fiandling 
Washington  residents  add  sales  tax 

To  order:  phone  toll  free 
1-800-858-8020 

BAZ  Electronics 

RO.  Box  4895  Federal  Way, Wft  98003 
.  1206)  874-3029   [7=x=> 


[MnTHCVflj 


Intelligent  Software  For 
All  Commodore  Computers 

Copycalc  is  an  affordable  electronic  spread- 
sheet which  turns  your  video  screen  into  o  win- 
dow on  a  matrix  of  numbers.  Cursor  o round  the 
matrix,  enter  numbers;  the  totals  reflect  the 
changes,  Vou  can  save  the  matrix  to  disk  or  tape, 
or  print  it  or  your  printer.  For  S20  [S 15  with  onothef 
progtom),  this  program  might  justify  the  cost  of 
yourcomputer.  Requires  6k  KPM;  smaller  version 
available  for  a  standard  VIC, 

Word  Processor  Plus  was  not  designed  to  be 
an  expensive  toy;  it  was  designed  solely  to  facil- 
itate correspondence,  for  o  wide  range  of  per- 
sonal and  business  uses,  quickly  and  easily,  with 
a  minimum  of  training  and  frustration  on  the  pari 
of  its  user,  and  ot  the  least  possible  cost,  both  in 
hardware  ond  software.  The  most  thoroughly 
tested,  useable  word  processor  available  at 
anywhere  near  the  price,  S25;  10k  RAM,  printer 
req'd,,  RS-232C  version  available  for  VIC  and  64. 

Also  available:  Baseball  Manager,  o  sports- 
documentation  program;  and  Inventory,  a 
perpetual  inventory  control  program  for  a  small 
retail  business  (various  reports,  multiple  vendors); 
S30  eoch;  10k  RAM  req'd..  printer  suggested 

Prices  Include  documentation  and  shipping: 
Calif,  residents  add  6%.  Please  specif/  hardwore 
configuration  when  ordering.  Sorry,  no  games 
available, 
Williatn  Dobbins,  Box  3745.  Son  Rolaal,  CA  94912 


^^B    Anadex® 
^^^P  9500  Nylon 
^^^   Replacement 
Cartridge  Ribbons* 

AnodBx"*  950D  Nylon  Beplocemenf  Cartridges. 

manulactuiea  Dy  Asoen  Ribbons.  Inc  ,  are  now 

available  lor  delivery 

Prices  ronge  from  So  75  to  513  00  Oepending 

on  ihe  Quanlity  ordered  Colors  are  avoiiooie  by 

special  request  'or  an  addiTionol  S2  00  per 

ribbon— choose  irom  red  green,  blue  brown, 

or  purple 

Call  or  write  tor  ¥OUH  FREE  CAIAIOGUE ' 

Aspen  Ribbons,  Inc  is  nol  ottilialed  witri 
Ar^odex  Inc 


I 


Aspen  Ribbons,  Inc.     uodn  ssm  street 

Boulder,  CO  80301-2796     (3D3)444-40S<) 

End  User  Orders  600-525-0646 

wtioiesdle  Orders  8D0-52S-9966     Telex  45-005S 


UNICALC 

(-)  (+) 

SCIENTIFIC  CALCULATOR 
PROGRAM  FOR 


VIC-20 


•  CALCULATOR  DISPLAY 

•  TWO  r^EMORY  REGISTERS 

•  ARITHMETIC.  TRIG.  ETC, 

5li.  CASSETTE  S7.95  +  75c  SH^PP1^G 
MN  RESIDENTS  ADD  6",.  TAX 


ALLEGIANCE  ENTERPRISES 

P  0   BOX  8939 
WHITE  SEAR  LAKE.  MN  551  10 


l.liT  OF  OTHEK  SOHTWARE  FRF.F. 
i,IF,Al  FKSSOCtJHl 


C64  FORTH 

for  the 
Commodore  64 

Fl^. 'Forth  Implementation  including: 

•  Full  feature  screen  editor  and  assembler 

•  Forth  79  Standard  ComnianJs  with 
extensions 

•  Hl^^h  reioiiiruin.  16  color  chnnicfer  and 
sprite  yriiphics 

•  Full  I:  O  alkiwirii?  IEEE  carrridpe  and  Basic 
Jara  Hie  ijumpabilirv 

•  ThrL'e  voice  tone  and  music  synthesizer 

•  Detailed  itianual  with  examples  and 
RASIC-FORTH  conversions 

•  Tr;ice  leatLire  tor  Debufj^mn 

599-95  -  Disk  Version 

(Works  with  1540  or  1541  Disk) 

or  Casserce  Version 

(Cominndort-  ti4  IS  a  trademark  ol  Cnmmodorel 

PERFORMANCE 
MICRO  PRODUCTS 

770  Dedham  Sti-L-et,  S-2 

Canton,  MA  02021 

(617)828-1209 


32k  RAM 

FOR 
ATARI  400/800 

•  Gold-plated  edge 
connectori 

•  Compatabllity  witli 
Atari  400/800 

•  No  blur 

Deafer  Inquiries  Invited 


800-Z37-8931 
In  Fla.s  8I3-577-Z70* 

Tech* Data  Corporation 

3251  Tech  Drive  North 
St   Petersburg.  FL  33702 


2B4    COMPUni    fv1oy19S3 


zsm 


i^   VIAC 


A  BUSINESS  LIST  AND  LABEL  PRO- 
GRAM FOR  THE  COMMODORE  64 
COMPUTER-  SUPPLIED  ON  DISK  IN  AN 
AHRACTIVE  3  RING  BINDER.  <3O00 

YOU'RE  COMMANDER  OF  THE  ULTI- 
M^TE  WAR  MACHINE,  A  NUCLEAR  SUB- 
MARINE. DISK  OR  CASSETTE.  $2500 


EEES 


A  FUGHT  SIMULATOR  GAME  FOR  THE 
COMMODORE  64*  COMPUTER.  CAS- 
SEHE  OR  DISK.  $0500 

£U£IE  '"^  WILSHIRE  DRIVE 

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SOnWARI       312/394-5165 

■tfGST£R£D  VlnDEW^^K  O"  CQf^.vCOC'^E   BUSINESS  \\AC-inES 


VIC  INTERFACE  to  ANY  CASSETTE 

This  adapier  will  arlow  you  lo  connect  mosi  any  audio 
cassette  recorder  to  the  ^10-20',  COM-6d'.  PET* 
CBM"  or  any  Commodore  Computers  that  inlerlacc  v.-\i\i 
the  Datasetie*  Although  the  VlAC  is  an  aiternaiivo  to 
the  Ualasette,  il  can  be  a  poweriui  untiancement  to  your 
system  p'oviding  new  capabilities 

•  Record  verbal  remarks  directly  on  program  tape,  save 
memory  space  and  run  under  pj-ogram  control 
*3electab3e  Read  Wnie  Polarity  allows  your  cassette  to 
be  compaiabie  with  most  any  other  cassette  including 
ihe  Datssene 

•  Allows  playback  of  audio  tape  to  tape  duplications 
made  with  another  cassette  Much  mare!  This  is  the 
original  one  as  featured  m  the  New  Products  section  of 
COMPUTE'  (Oct  62)  Othe-  adaptors  do  not  have  Ihe 
lealures  and  capabihties  of  Iho  VIAC  Slill  only  $49  95 
Isfew'  The  VAAB  Video  Aud'io  AdapteF  Bok  This  device 
m  coniunction  wflh  Ihe  VIAC  will  allow  you  to  playback 
the  audio  portions  o(  your  Vjc  &  64  tapes  directly  through 
the  TV  or  monitor  speaker  and  connect  lo  Video  Re- 
corder  input.  Amaze  your  tnends,  add  your  own  voice  to 
your  programs  then  play  it  oack  through  TV  speaker 
Complete  instructions  included 

All  this  tor  only  $24  95,  Kil    51595.  Plans  only   S5  95 

Comtw  Special  VIAC  VAABS67  50 

Include  S2.5D  Shipping  orde^ 

Check,  money  order,  COD(+-200),   Visa  MC( +  4''o}. 

Cal^^(+6''o1axl 


INTEGRATED  CONTROLS  (714)541-0181 

1 240-  L  LOG  AN  AVE.  Dealer  Inquiries  Inxiled 

COSTA  MESA.  CA  92626  'TM  of  Commodore 


!««««  Software  For 

j^  -tii   Commodore  64 

CCDMFE1_I_0 .  ,  ,»1S.9S 

D«"r«F"  1  i_e tl3.  93 

F-|_  IQHT-       <£>■« •IS. 95 

QLJIMSI-irslQEIR «15.'?S 

l_aAM       Cftt—C: »    9.9S 

SP#*CE       C«DE-r,.. -•15.95 

SI=El_L-(=|-rHO(M »19.9S 

SPRITE       13EIVJ tl5.'?5 


-Prices  *re  iar    cassette,  *dd  »2 

^or    disl<    v«rsion. 
-Checl<,    no,    or    Cao   far    tot»l 

order   pluft  42  shipping- 
See    your    dealer    or    order    direct 


FANTASY  COMPUTERWARE 

BOK  4ft1 

BIOUX  I 


ox  FALLS,  BO.  DAK- BT 10  J  A^  :■*   '^     X 

1605)    333-7634  V?  S,        J^i^^a)*' 


VIC— 320 
VI C— 30 

vi  cz—tzo 


NO   HORE 

CHECK 
WRITINQ 


VIC— 20 
VIC— 20 
VIC— 20 


BIL-I_ 
IRITER/SUMMrtRY 


BILL  MRITER/SUMMARV  Mas  designed 
■for  home  accounts  on  the  VIC-20 
COMPUTER.  Four(4)  options  are 
provided  ranging  -from  viewing 
monthly  account  data/checks  on 
the  screen  to  printing  monthly 
account  data/checks.  You  can  use 
your  current  personal  checks.  NO 
SPECIAL  C^CCKS  ARE  NEEDED. 
Accounts  paid  data  can  be  written 
to  tape  -for  use  with  BILL  SUMMARY 
to  provide  yearly  SLiinmaries  of 
accounts  for  tax  purposes.  Tape 
drive,  extra  16K  memory  and  SO 
column  printer  raquirsd.  To 
order,  mail  check  you  i4l  1 1  use  in 
printer  to  DHL  RESEARCH 
ASSOCIATES, INC. ,  792t  Berner  St., 
Long  Beach,  CA  90S0S  for  »49.93 
plus  S3. 00  shipping. 


Use  the  handy 

reader  service 

cards  in  the  back 

of  the  nnagazine 

for  infornnation 

on  products 

advertised  in 

COMPUTE! 


Verbatim® 
Diskettes 


Top-quality  Verbatim'^  Diskettes 
from  Tech*  Data,  your  complete 
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center.  Dealer  inquiries  Invited. 

Call  Toil  Free         ^ 
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In  Florida,  call 


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LS 


Tech  •Data  Corporation 

3251  Tech  Drive.  North 
St.  Petersburg,  FL  33702 


Write  lor  your 
free  catalog  of 


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and 
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Tur^MCiL.      =.>.^^      -.^.-^r,  Q 

1  LJiv  T  I  ii-      nnnf*^  ICO     i?V_  ■»«^     :»»»_  -vf,  to  X 

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HiocrwiNUKiH. T     :=!<:,.  •9's-     ^^.s.r-  qS 

■^^,.^».          .......   T       =r..^«i-       ^-..^^^  ^S 

^^tCMEC.^        T        ,3r..^«       ^-l.'i.S  ^    OC 

^^lc:rtl_t^      .   „, 1-      ic..<,f»      1  *t  .  -i-s  S  V" 

(il-  iKBT  irrt-       ....,          T-.-^'^        ^.-^H.  ^^  S 

.r^l    I         1--^    t          I     M  i-^nt          J   ..H  .    ■     -t    *.,J  Q     *• 

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T'CT.  Ml  4aogo     The  Computer  Cxpre// 

UntM   Ci!«rfl«''Vlu/ChKks/U9nnr  Drd«i/COO-i   «£C^|wt, 
Add    $2,00    shipplnf   LtSA.       UiU^J^AI   iH:lilsnti    afij    4  %    ul 


commodore64s 

SHOOXINO    OALLERV 


lOOX  MACHINE  CODE 

DEALER  DISCODUTS 

AVAILABLE 

EMERALD  SOFTWARE 

122  BANGOR   STREET 

LINDENHURST,    NY    11757 

(516)226-5849 


MOY1983    OOMPVni    285 


STOP  LOOKING! 

THIS    IS 

»  UJarE   It's    Rt!  » 
FOR    THE 

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TQtI.  TCsI  i.o U.M 

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tn»r«atiiM  Softwrt 

Stellar  TfiiHm .,19, W 

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Before  you  buy  any  more  software,  you 
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ATARI    aOO    800  s-p  Tiidsmjrki  t>l   ATARI    Inc 


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71 15  Blanco  Road 

Dept.  114-178 

San  AnlonlD.TX  7821 B 


PUBLIC  DOMAL\,  Inc. 
-    SOFTWARE    - 

Supporting  a II  COMMODORE  computers 

Written  by  users,  for  users. 

*  GAMES  *  UTILITIES  *  EDUCATIONAL  * 

Over  nOO  programs  and  growing 

VIC  colleclJOn  a  1  -  70+  programs  -  Tape/Disk- S 10  00 
VIC  collecnon  fl  2  -  70+  progrartis-  Tape,  Disk- SI  0  00 
ViC  colleen  on  «  3  -  70+  programs- Tape/Disk- SI  O.OO 

COMMODORE  64 

COMMODOREM  »  1  -25+programs-Tape/Di5k-S1000 
COMMODORE  M  »  2  -  2S+  prugninis-  Tape/Disk  -  SI  0  00 

PET  /  CBM 

PET/CBM  -  5  Uulitv  -  Tapes/Duks  -  SI  000  each 

PETiCBM  -  1 1   Giirnu  -  Tapes/Oisks  -  510  00  each 

PET/CBM -6  Educalronal  -  Tapes/Diits  -  SI 0  00  each 

Price  includos  shipping  and  handling. 

Wfl  aro  YOU  B  wprid  wide  user  software  connection. 

An  alternativa  to  the  hi^h  cost  of  software. 

CHECK.  MONEY  ORDERS, 
VISA  and  MASTERCARD  accepted. 

For  A  Free  Catalog  Write: 
Public  Domain,  Inc. 

5025  S,  Rangeline  Rd..  W.  Milton,  OH  45383 
Phone  (513)  698-5638 

Dealer  inquiries  welcome. 


APPLE  /  ATARI  /  COMMODORE 

MEASURE  &  CONTROL 
TEMPERATURE 

DISPLAY  GRAPHICS 

HARD  COPY  OUTPUT 

ALARMS  &  SETPOINTS 

DISK  FILE  DATA  STORAGE 

1-256  Sensors 

Precise  to  1/1 00  Degree 

Complete  Software 

$129.00  Package 

American  Data  Cable,  Inc. 

2864  Ray  Lawyer  Drive,  #205-352 
P.O.  Box  2212  •  Placerville,  CA  95667 
(916)  622-3465 


SMALL 
BUSINESS 

PROGRAMS     for    ATARI'' 


GENERAL  LEDGER  SYSTEM 

A  compjeie  svsiai'  in  ofie  prpgrjn  Designee  D>  dccountsiis  lo 
natflie  ahv  coPitJiniifiOn  o<  ?Q0  Balance  Sfieel  ircome  and  Expense 
r^aunTS  Menu  Cfiven  Ic  easy  entry  Mainlriins  ,int]  pnnrs  la  Tie 
itfeen  OT  ct'r^i&i  C^sn  Di$t>iJf5EnierTs  Crf&h  fleceioi'-  Journal  Er 

Uif*^    Tfi,ji  Hd'aiirf!    inrnni*'  m.nrment  -ir'.fl  B,ii,inr.r  ShfWl    f'ul  viiiir 

48K.  DISKETTE  ONLY,  PRINTER  OPTIONAL 
0NLYS69.95 

MAIL  ORDER  INVENTORY 

Wilh  inis  new  System  ycu  get  r^sui's  Designed  tor  qun"  inijinry 
anti  untJale  You  mainlair  cuirenf  invetiiofv  feofOer  oomts  D^it 
LOS!',    se-'iir.q  tifhCe  (jiifl  Mlf?!iin!oim.i!iGr    Vnu  j-k.  OfOiluLH  [tn  fhui 

48K.  DISKETTE  ONLY,  PRINTER  OPTIONAL 

ONLY  S69.95 

BULK  RATE  MAILER 

Lf5e:ni5:jioqr3niltjrr  ,j.r  r  ir  ,■■,:■■  ;  ■  ::,  bo.i-fj^j^esoil  r^y/ipcoce 
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Z4K.  DISKETTE  ONLY.  PRINTER 
0NLYS29.95 

VaU  SAVE  MDIJEYi  GET  ALL  THRjE  ONLY  S150.QD 


TRADEWINDS  SOFTWARE 

1205  N   Genessn.  L  A  .  CA  90046  <ZI3|  £56.2139 
MlsicrCaii!      -       Visa       -       Ctitcls       -       C  D  0    s 


VIC/20-C/64 


FUTILITY 
^      FILE 

Electric/Water/Gas/OilfPropane 
Residential-Commerical 


An  extensive  energy  consumption  data  processing  program 
to  calculate,  display  and  file.  Named  unit  no.  ■  meter 
readings  Iprior-presentI,  costs  (daily,  interval,  subtotal, 
totalsl,  dates  -  daily  usage  plus  cost  projections. 
Any  additional  entry  is  minimized  as  program  or  data  tape 
will  return  all  data  relative  lo  next  entry,  printer  option 
included. 

Tape  .   .$17.95       ChecWM.O..VISA/MasterCard 
Disc.  . ,  .520,95       (U.S.  Fundsl  Itnclude  Exp.  Date! 
S&  H  .+52.00       NY.  Add  Sales  Tax 
Specify  20.'54  ■  Tape  Disc.  Sinclair/Atari  Write 

tNew  Tenant  File  IFor  Landlords)  -  Same  Price 
Cassette  Tapes  (10  pl(.l  ■  $14.95 


FABTRONICS 

51  Quarry  St,  Brockport  N.Y.  14420 

Dealers  Welcome  VIC/20  Reqmes  +3K  Mm. 

VtCl20  ■  C«4  Reg.  T.M.  CommoiJofe  Bus.  Mach  Inc. 


286     COMPUTf!     May  1983 


Personality 
Analyzer 


Analvi*  vavrtaii,  your  ipoMH,  youf  d*H, 

r«lati*«i,  co-Mmrk«n  and  (ri»n4i. 

find!  out  who  vou  ftnll  0ri  ilortg  with, 
I,  tAo  wnJI 


Mtaiura  compialitMlitv.  armmr  powmwi. 


ri  f]  PSYCOM 


^:y 


SOFTWARE  p^_ 

INTERNATIONAL  "*' 


B 


on«„™,,<>,H,*6*M  (513)  474-2188 

For  Your  Commodore  64 


..forths  Cofnmodo 


"7^  Scueete^  0a*He 


t*t  /<wm! 


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.(,$24'' 


<M  ca.3Mtte 


AN  ARCADE-STYLE  GAME 


:Jd«<»ai«i»  ntjit-fH^jWg 


1 00%  MMhIn*  Languag*— Noifatop  Actton 

Fagturlngrsat-ttmo  v.j^\-m\ 

Berolling  ar>ddual 

pieyer  optkyv 

Avatlabta  for  iJI 

PETcompoiwi 

wltti  8K  w  me™ 

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•  CTJ  0 1  I :.  U  o  t-,_j  0  c^  ■ 

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Ho 0  0  |o  0  c-o||oooo 


RpMryp.and4iV    qqdo 


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erf  rrwmory  10  ^^=i     U     i 0  f^^ 

BrtM  h™  .nrt  JIV   '— -^  2  U  U  C!  L 

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9tar  Softwar* 


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Cil|-Mi 'IMZ  5a  SMWwt 


VIC- ED 

Dealers  call  ai  2-499-S400  direct  for  pricing. 
NEW  ITEMS! 

HARDWARE 

UPA-20  Standard  Centronics  Cable SI  9.95 

Driver  Listing  Included! 

UCA-20  Universal  Cassette  Cable SI  9.95 

Use  any  cassette  maciiioe! 
1 6K  RAM'ROM  Board  Jumpered  lor  any  8K  block 

Socketed  Board  with  support  chips 524.95 

Populated  with  8K S49.9S 

Populated  with  16K $79.95 

2716  EPROMs  for  RAM/ROM  Board    ...  (nS7.50 
3  Slot  Memory  Port  Expander S19.95 

sorrwARE 

WORDWIZ  for  the  Unoxpanded  VIC-20.  ,  .$14.95 
A  nice  small  word  Processor 

Mailing  List  requires  SK  minimum S14.95 

Sorts,  selects,  and  prints  laljels 

2  FREE  DISASSEMBLERS 
when  ypu  send  SI  for  our  CATALOG. 


MfORLD  ELECTRONICS' 

177  27th  Street 

Brooklyn,  N.Y.  11232 

A  CHvisJpn  01  Worid  International  Trading  Corp. 


EPROM 
PROGRAMMER 

271  6  •  2732  •  2732A  DEVICES 

COMPLETE  SYSTEM 

READY  TO  READ,  VERIFY  or 
PROGRAM  YOUR  EPROMS 

ONLY  $79.95 

PLUGS  DIRECTLY  INTO  VIC-20 

NO  ADDITIONAL  PARTS  OR 

ACCESSORIES  NEEDED 
SOFTWARE  TAPE  INCLUDED 

ADAPTER  KIT  AVAILABLE  FOR  OTHER  6502 

BASED  COMPUTER  SYSTEMS 

PLEASE  INQUIRE  •  ADD  S3. 50  FOR  SHIPPING 

MD  RESIDENCE  ADD  5%  TAX 

MWS  ELECTRONICS  visa  mc 

P.O.  BOX  418  ACCEPTED 

POCOMOKE.MD.  21851  301-632-0620 

VIC-20  IS  A  REGISTERED  TRADEMARK  OF  COMMODORE 


LEARN  ASSEMBLY 
LANGUAGE -VIC-20 
OR  COMMODORE  64 


Tlie  ?00  wge  book  lates  you  nroujn 
assembfy    language    programming 
srep-by  slsp  using  many  examples 
Soltware  included  is  an  assemWer  lor 
an  unexpanded  VIC-20.  and 
an  EXTENDED  asSHllbler  (in 
eluding  MACROS)  (or  an  en 
panded  VIC-JO  or  COMMO- 
DORE.W.  3  full  MACHINE 
CODE  MONITOR  and  a  com- 
pile  BINARV-HEX   (ulorial 
and  exerciser 

MC.'VISA  ACCEPTED 


CompleH  Pacdigi 

IBnnkafliI  Sottwirg) S29.95  dl 

Alio  AaallaUle  VIC 

MACHINE  LANGUAGE  GUIDE  S5.95 


□  ui  SI  CO  DDita;e 


mnmni 


us 


P.O.  Box  7Z11.  Grand  Rapids,  Ml  49510 
TelephDne;  (616)  241-5510 


PRINTER  RIBBONS 

lop  quallly  low  prices 

For  Each 

ATARI  820  (blcl<.rd.gm.bfv;(n.prpll  S  5  00 
ATARI  825  (black)  3  for  10  50 

EPSON  MX80.  SOFT.  70  (black)  7.50 

EPSON  MX100  (cartridge -black)  14  75 

CENTRONICS  739  (Zip-Pack  -  bik)  3  fon2  50 
CENTRONICS 737. 739(spool-blk)  3for10  50 
CENTRONICS  101  (black)  6.00 

DIABLO  HYTYPE  II  (nylon -black)  5  50 

OKIDATA  80,82A.83A.84  (black)  3  for  10  50 
TRSeOLIneprmter  I, II. IV  (black)  5  00 

TRS  80  Lineprmter  III.  V  (black)  10  00 

Tl  810  (black)  3  lor  12.00 

Tl  820  (black)  5.75 

C-ITOHSTARWRITERF-IO(nylon-blck)  5  75 
IBM  5256.3287,4974  (spool  -  black)       3.25 

ESb        P.O.  box  952 
Cleveland,  oh  441 20 


Add  SI  00  S&H  tor  each  3  ribbons  or  less 
(SI  1-3  S2  4-6:  etc  ).  WRITE  lor  OTHER 
COLORS  and  PRINTERS!  (OH  incL  sis  tx) 


..••r--r.,.   SHIRTS  FROM  CRP    .'T-:-.. 

■(_['     TELL  THE  WORLD      11' 

YOU  SPEAK  "BASIC! 

#1  QUALITY  100%  COnON 

BASEBALL  SHIRTS 

ONLY -$9.95 

PLUS  SI  50  POSTAGE  S  HAMDLING 

CHOOSE  FROM  ONE  OF  THE  FOLLOWING: 

•  I  SPEAK  BASIC  ■ 

'WANTA  PLAY  WITH  MY  VIC?  ' 

■  BYTE  MY  APPLE  ' 

■  MY  COMPUTER  FULFILLS  BASIC  NEEDS  ■ 

SEND  CHECK  OR  MONEY  ORDER  TO 

CRP 

P.'o' BOX  31026 
K.C.  MO  64129 

NAME 

ADDRESS 

CITY 

ZIP 

#  SHIRTS  


.  SIZE  _ 


ALLOW  3  WEEKS  FOR  DELIVERY. 

DEALERS:  REDUCED  PRICES  OFFERED  ON 
ORDERS  OF  12  OR  MORE.  MANY  OTHER 
PHRASES  AVAILABLE.  WRITE  FOR  MORE  INFO 


RS232C  Computer  compatible 
Paper  Tape  Transmitter/Model  612 

Stops  and  starts  on  character  at  all  speeds, 
uses  manual  control  or  X-on,  X-off  90-260 
volt.  50-60  Hz  power  50-9600  baud,  up  to  150 
char/sec  synchronous  or  asynchronous; 
gated  internal  or  external  clock.  RS  232C, 
current  loop  or  parallel  output,  reads  5-8  level 
tape.  7-11  frames  per  character,  even  or  odd 
parity.  Desk  top  or  rack  mount 
Addmaster  Corporation,  415  Junlpero  Serra 
Drive,  San  Gabriel,  CA  91776.  (213)  285-1121, 
Tele*  674770  Addmasier  SGAB 


COMMODORE  64" 
OWNERS  ONLY 

•  SHARE • LEARN • ENJOY • 

•  Monthly  Newsletter 

•  Public  Domain  Software 

•  Reports  of  Recent  64  Articles 

•  Local  Chapter  Meetings 

•  Product  Discounts   •  Service  Advice 
•  Bi-Monthly  Magazine  •  Advice  on  Training 

•  Annual  Convention 

•  Memtwr  Bulletin  Board 

Send  Name,  address, 
phone  no.  and  annual  dues  (S25)  to: 

The  Commodore  64  Users  Group 

Suite  100,  Corporate  Wesl 

4200  Commerce  Court 

Lisle.  Illinois  60532 

OrCal): 

(312)  369-6525  (Weekdays 
9:00am— 5:00pm— Central  Time) 

MASTERCARD  OR  VISA  ACCEPTED 
"An  lnd«p«n dent  rtot-for-pfofit  organization". 


Mov1983     COMPUTI!     287 


Advertisers  Index 


Reader  Service  Number/ Advertiser      Page     Reader  Service  Number/ Advertiser      Page     Reader  Service  Number/ Advertiser      Page 


Aotdvatk    125 

Abacus  Software  93.287 

102  A  B  Computers  130.131 

103  Academy  Software  213 

Access  Software  Inc 55 

Addmaster  Corp  287 

104  Adventure  tnternatlonol  73 

105  Adventure  International  75 

106AftineInc 272 

Ttie  Alien  Group  107 

Allegiance  Enterprises  284 

107  Allen  tvlacrowore  258 

Alptiacom 78.79 

108  Americon  Data  Cable,  Inc 286 

109  American  Peripherols  253 

Anthro-Digttal  Software  236 

110  A-1  Computer  Services 286 

Apple  Country  Limited   239 

111  Apropos  Tectinologv   •■■■■■  10'' 

112  Arbutus  Total  Soft.  Inc 283 

Aries  tiflarketing  Co 283 

113  Aspen  Ribbons,  Inc 284 

Atari.Inc 22.23.31 

114Afto-Sofl  195 

115  TtieAvalon  Hill  Game  Co 13 

116  Bosic  Byte.  Inc 284 

117  Bofteries Included  77 

118  Botteries  Included 161 

1«  Boz  Electronics  284 

120  B.  Dolton  Bookseller  175 

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FIRST  CLASS  PERMIT  NO.  231 2     GREENSBOHO.  NC 


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COMPUTEI's  Gazette  for  Commodore 
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THE  LEADING  EDGE  IN  PRINTB2S 

ONE  GREAT  LINE.  ONE  GREAT  WARRANTY      mm 

Finally,  there's  one  full  family  of  printers  that  covers  every  business  or  word  processing  application- 
all  from  C.Itoh.  a  company  known  for  packing  more  produce  into  less  price;  and  all  distributed 
xtrwu^^^^^  u  ^  Leadmg  Edge,  a  company  known  for  searching  out  and  providing  that  very  thine. 
A  n*^^^!^^  .^^  ""^^f^  '  ^°  °"^  ^^^^^  ^^"  8^"^  y°"  ^"y  P""ter,  any  time  you  need  it.  for  any  purpose. 
Ail  backed  by  a  full  years  warranty  from  Leading  Edge,  flry  that  on  any  other  Une  of  printers ) 


THE  PRO'S. 


:';S'^?^-i1-^"'E«ite^'?^!---i».^- 


viw'iii!Wii5iMg;*]Ti%'yiTi!i'iBa 


ray-pamti 


. .  ^ ..„^..^  ^^w.jji ,..:,..£. L/,1,  uu  io6. 10"  carriage.  Parallel  or  serial  interface. 

Prowriter  2:  Same  as  Prowriter,  except  15"  carriage  allows  full  136  columns  in  normal  print  mode. 

Parallel  or  serial  interface. 


~~srj 


PR0WRnB?2 


PROWRITER 


1 


THE  STAR. 

The  Starwriter  F-10.  In  short  lor  more  precisely,  in  a  sleek  6"  high,  30-pound  unit),  it  gives  you  more 

of  just  about  everything-except  bulk  and  noise-than  any  other  printer  in  its  price  range.  It's  a  40  cps  letter-quality 

daisy-wheel  with  a  bunch  of  built-in  functions  to  simplify  and  speed  up  word  processing. 

It  plugs  into  almost  any  micro  on  the  market,  seria  or  parallel. 


mitum 


SlARiA/RiTER  F-JO 


THE  MASTER.^ 

The  Printmaster  F-10.  Does  all  the  same  good  stuff  as  the  Starwriter  except,  afSScjps,  the  Master  does  it  faster. 


PRtNTiW^STERF-TO 


-(A 


IF  YOU  OWN  ACOMMODORE  COMPUTER, 
YOU  KNOW  IT  CAN  DO  ALLTHIS. 


1 


BUSINESS 


GAMES 


EDUCATION  PROGRAMMING 

BUT  DID  YOU  KNOW  FOR  ABOUT  $100, 
YOU  CAN  ALSO  GET  IT  TO  DO  ALLTHIS? 


COMR      U      STORE 

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/- 


TRAVEL 
INFORMATION 

more  versatile  they  can  be  with 
.      the  addition  of  a  Commodore 
VICMODEM. 

For  around  SlOO, the 
Commodore  VICMODEIM 
will  turn  your  VIC  20  or 
—    Commodore  64  computer 
into  a  telecomputer. 

To  make  matters  even  better, 
Commodore  includes  a  few  little 
extras  ( such  as  a  free  hour's  time 
on  the  two  most  popular  telecom- 
puting services!  that  add  up  to  a 
value  of  S197.50*  A  nice  return  on 


The  screens  at  the  top  of  the 
page  show  a  few  examples  of 
how  versatile  the  VIC  20'"  or 
Commodore  64"'  can  be  with  the 
addition  of  Commodore  software. 

The  screens  below  them  give 
you  a  few  examples  of  how  much 

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D<j«v  Jotie!  4  Co    Inc  The  Source  is  e  servic*  nan  ol  Source  "elKomoulmg  Coicotsnor.  a  subMliaiv  ol  Readef  5  Oi9«sl  ccrpotation  irc 


COMMODORE  EMPLOYMENT 

INFO.  NETWORK  OPPORTUNITIES 

an  investment  of  aboutSIOO. 

Most  computer  companies 
think  it's  reasonable  to  ask  as 
much  as  S500  for  a  modem  that'll 
give  you  telecomputing  capabili- 
ties such  as  ours. 

However,  with  a  VICMODEM 
priced  at  around  S100,  we  think 
we're  being  a  lot  more  reason- 
able. Don'tyou  agree? 


ft  commodore 

^  COMPUTER